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    Default Doomsayer (3.5 Base Class)

    Doomsayer

    Just as the forces of the world's creation ripple through time from the very beginning to the present age, so do the forces of its destruction. Doomsayers are people sensitive to these whispers, hearing the words of final destruction in their dreams, and the periphery of their subconscious minds. Doomsayers are heralds of the end, the ripples of destruction echoing strongest when the final days are near. Driven by a dread certainty that the world's end will come, doomsayers speak the words of destruction, drawing forth energy with their resonance with the final days of the world to wreak their will upon the world.

    Doomsayers are continuously aware of this waiting doom. When waking the whispers of final doom sound in their mind just beneath thought, and when sleeping visions and predictions of doom dominate their dreams. Doomsayers are shaped by this force, pushed by it, and born from it. They draw magical power from these echoes, invoking the powers of the end of days. Some doomsayers act as heralds of the end, serving to initiate the final twilight of the world. Many of these doomsayers ingratiate themselves into power structures, bringing them down from within, or exile themselves creating wastes and legions of the dead on the borders of civilization creating an edge of death before pushing in, bringing devastation with them. Others warn people of the end, using their fatalistic prophecies to try to at least make its coming as painless as possible.

    Adventures: Many doomsayers are fatalistic, foreknowledge of the world's end making preparing for its future seem of little use. As such many throw themselves into adventuring using its immediate dangers as a distraction from the looming doom that haunts their every dream and moment. Others adventure because the whispers guide them too, showing them signs and places important to the apocalypse and, whether seeking to bring it about or prevent it, they seek out these sites to fulfill their role in it. Those that seek to hasten the end of days and those who seek to prevent it both adventure to find the tools for these tasks. Of course some doomsayers adventure for the common reasons, fame, wealth, and power.

    Characteristics: Doomsayers are empowered by echoes of the world's doom. They speak the whispers of its destruction to bring forth shadows of it power. The whispers of apocalypse that a doomsayer hears include also hints of their own personal doom and the events of the world around them. Invoking the powers in these whispers can cause a variety of magical effects, transforming yourself, destroying foes, tapping into your prophetic nature, playing with minds, or warping the world. In many ways doomsayers are the apocalypse in miniature, able to call down plagues, strike down the servants of the gods, usher in wintry cold, create rifts in time, force the revelation of the horrors beyond reality on unsuspecting minds, create nuclear devastation, and just generally spread death and destruction in their wakes.

    Alignment: Doomsayers tend towards Evil over Good; their powers are thing of destruction and their lives orbit themselves around destruction often leaving them twisted. Evil doomsayers may actively seek to bring about the apocalypse in their dreams, or be more mundanely evil, simply cruel and selfish individuals embittered by the doom they perceive. Good aligned doomsayers are rarer, and tend more towards Chaotic than Lawful. Lawful doomsayers tend to be more resigned to the fate of the world, seeing it as something that cannot be opposed; as such Lawful Good is probably the rarest of all alignments. Chaotic doomsayers tend to be more inclined to fight the inevitable, or to make their own way despite the preordained fate of the world.

    Religion: Doomsayers which follow deities often follow gods of fate or destruction. Good aligned doomsayers will sometimes worship gods of hope or liberty, hoping to bolster such forces against the fall of the world and avoid its end. Many doomsayers do not worship traditional gods, either allying themselves with apocalyptic creatures from beyond the traditional planes, or opposing the gods directly. Some doomsayers make a religion out of the apocalypse, worshiping the end of the world itself or the forces of destruction which will bear down upon the world.

    Background: A doomsayer does not seek such a path, at least not initially. Instead they are someone born with an affinity for receiving the echoes of doom. Once a doomsayer picks up these echoes and resonates with them, hearing the whispers of destruction, their path is ensured.

    Races: Amongst the common races no race shows a special predilection towards towards being doomsayers.

    Other Classes: Doomsayers respect the stealthier classes, as it is one skill which they lack. They respect the power that wizards and sorcerers wield, they can never match the versatility of either only hoping to make up for what they lack in it with power. More martial individuals are valued as useful shields against foes, especially ones which prove resistant to magical assault. Their relationship with divine casters varies somewhat on their take on the apocalypse. Most good aligned clerics and druids want little to do with doomsayers, although they sometimes find stalwart allies in evil clerics; some doomsayers, though, sour the relationship of all doomsayers with the followers of the gods.

    Role: A doomsayer's malisons allow them to deal damage in combat, although this damage remains relatively limited never raising above 1d8 per level and reaching that point non-linearly. Depending upon invocations selected, and path of apocalypse, a doomsayer can serve a variety of roles. They have invocations to debuff enemies or grant battlefield control, invocations which give them limited healing ability, access to effects to (try and) deny enemies their actions, divine enemy locations without ever putting themselves into direct risk, or even move into melee with radioactive claws and teeth of ice.

    Adaptation: If the DM has a definitive idea for how they want their campaign world to end/be threatened with apocalypse they may wish to limit a doomsayer to a specific Path of Apocalypse to match it. New paths could be added either by rearranging malisons and granting new sign powers or by creating new malisons. Apocalyptic Whispers could be made into a full path by the addition of a set of malisons and sign powers, although for an easier time you could recycle some malisons and sign powers (look to Cosmic and Time). One could divorce them from the apocalypse, perhaps they are the servants of a demon lord or some god of destruction. A DM might wish to limit a doomsayer's alignments in their setting.

    World-Building Note: The Doomsayer is first and foremost a villain class, with certain powers intended to if left unstopped by industrious heroes slowly destroy a city/kingdom/civilization. The first example of this is at 1st level, with Befoul Water which can be used to infect a city's water supply, the others come in at higher levels such as the ability to prevent plants in an area from growing for 1 year. These powers have relatively little impact in combat, or even productive benefits to a player, but can be used to cause mass destruction. As such it is something to remember when putting doomsayers into your setting. You may wish for them to be feared and hated due to the acts of certain past doomsayers, or perhaps that doomsayers are rare or new enough that none have used such powers before. You may even wish to say certain invocations do not exist (Befoul Water, and Wither Plants have the most far reaching and easily hidden consequences for their level), although outside of sandbox style play they are unlikely to see heavy use from PCs and more likely to remain purely the domain of NPC villains.

    GAME RULE INFORMATION
    Doomsayers have the following game statistics.
    Abilities: Charisma is usually the most important ability score for doomsayers, determining the saving throw DCs for your malisons, invocations, and other class features. Constitution and Dexterity provide for defenses. Strength is potentially important for melee touch invocations or if you want to use the various invocations which focus on melee combat. Wisdom helps certain oracular abilities and determines your Will save.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As sorcerer.
    Starting Gold: 4d4 x 10 GP.

    Class Skills
    The doomsayers class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Perform (Oratory) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Truespeak (Int), and Use Magic Device (Cha).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    DOOMSAYER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations
    1st
    +0
    +0
    +0
    +2
    Least Invocations, Path of the Apocalypse, Malisons, Faithful Witness, Dreams of the End 1
    2nd
    +1
    +0
    +0
    +3
    1st Sign 2
    3rd
    +2
    +1
    +1
    +3
    Know the Hour 2
    4th
    +3
    +1
    +1
    +4
    Let them Hear 3
    5th
    +3
    +1
    +1
    +4
    Augury 1/day 3
    6th
    +4
    +2
    +2
    +5
    Lesser Invocations 4
    7th
    +5
    +2
    +2
    +5
    2nd Sign 4
    8th
    +6
    +2
    +2
    +6
    Know the Hour (others) 5
    9th
    +6
    +3
    +3
    +6
    Augury 2/day, Let him Hear (Spell Resistance) 5
    10th
    +7
    +3
    +3
    +7
    Divination 6
    11th
    +8
    +3
    +3
    +7
    Augury 3/day, Greater Invocations 7
    12th
    +9
    +4
    +4
    +8
    3rd Sign 7
    13th
    +9
    +4
    +4
    +8
    Know Fate 8
    14th
    +10
    +4
    +4
    +9
    Augury 4/day 8
    15th
    +11
    +5
    +5
    +9
    Contact Other Plane 9
    16th
    +12
    +5
    +5
    +10
    Dark Invocations 10
    17th
    +12
    +5
    +5
    +10
    4th Sign, Augury 5/day 10
    18th
    +13
    +6
    +6
    +11
    Know Death 11
    19th
    +14
    +6
    +6
    +11
    Let them Hear (Caster level) 11
    20th
    +15
    +6
    +6
    +12
    Final Sign, Augury 6/day 12

    Class Features
    All of the following are class features of the doomsayer.

    Weapon and Armor Proficiencies: A doomsayer is proficient in simple weapons and light armor but not shields.

    Invocations: A doomsayer learns invocations similar to those of a warlock. These are usable as at-will spell-like abilities except that they have a verbal component unlike normal spell-like abilities. They come in 4 grades (Least, Lesser, Greater, and Dark). For more information see Warlock from Complete Arcane.

    At 6th level and every level thereafter a doomsayer may replace one invocation they know of any grade less than their highest and replace it with another invocation of the same grade.

    Doomsayer invocations function slightly differently than those of warlocks. First they lack somatic components having verbal ones instead. Secondly certain doomsayer invocations can have truenames incorporated into their verbal components to gain additional effects through the Faithful Witness class feature. To do this you must know the target's personal truename (rules for learning such can be found in Tome of Magic) and speak it with a truespeak check (DC 15 + target's CR or character level for targets without CR + 2 for each previous time you have attempted to work the target's truename into an invocation today). The effects of doing so, if any, are included in the invocation's description, and you may incorporate it into invocations which do not have special benefits for doing so. Thirdly every doomsayer invocation belongs to one or more of 9 Apocalyptic Paths. These paths interact with certain feats and mildly with certain class features, but primarily serve to illustrate the thought process behind creating the invocation and which possible apocalypse I felt it fit most; any doomsayer may select any invocation regardless of their path.

    A doomsayer with access to Greater or better invocations may take the Infernal Adept feat, they never need perform special quests to obtain warlock invocations but must be dragonblooded to avoid it with dragonfire adept invocations. A warlock or dragonfire adept may take doomsayer invocations through the use of the feat as well. A doomsayer can use any invocation gained from this feat while wearing light armor without incurring the normal arcane spell failure chance. However, a doomsayer wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure when using an invocation obtained through this feat as it retains its somatic component.

    Path of the Apocalypse: At 1st level a doomsayer must select an Apocalyptic Path which resonates with their soul and powers. Once made this choice cannot be changed. This choice determines the doomsayer's Sign powers, the benefit from Dreams of the End, and what malisons you gain. The choices for Apocalyptic Path are:
    • Cosmic
    • Destruction
    • Fimbulwinter
    • Gotterdamerung
    • Necrosis
    • Plague
    • Time
    • Waste


    There is a 9th Apocalyptic Path for invocations, Apocalyptic Whispers, but it is not a means of the apocalypse and instead represents merely the shared oracular powers of all doomsayers.

    Spoiler: Apocalyptic Paths: Fluff
    Show
    Apocalyptic Whispers

    "The black wind howls... One among you shall shortly perish."

    The path of Apocalyptic Whispers is different from all other paths in that it is not a means of the apocalypse but simply your gift. As such there are no Doomsayers who follow this path, merely those who despite a resonance with a certain apocalyptic scenario focus primarily upon their oracular powers. Apocalyptic Whispers invocations include foretelling your personal future and expanding your ability to perceive things both with your mundane senses and at a distance through the strings of fate. Doomsayers specializing in Apocalyptic Whispers tend to know the value of information, and the power of knowledge. They are often reclusive and stoic, choosing their words carefully as they know the power they can hold both arcane and mundane. Their intimate knowledge of doom and foreknowledge leads many of them to be careful, making sure to avoid whatever pitfalls are possible, and making certain that all precautions are taken. Of course some few seemingly go the opposite way, relying upon their foreknowledge to avoid hazards, ignoring any precaution they know is unnecessary in this situation.

    Cosmic

    "The world is indeed comic, but the joke is on mankind."

    The path of Cosmic apocalypse is a path of madness and devastation. The cause of this apocalypse is eternal creatures from beyond both time and space, maddening entities which defy the ability of the mind to wrap around or rational thought to touch. These entities once ruled the multiverse in a time before the Great Wheel and will return to rule it again, ending the age of men and gods. Theirs is a mad power, unreal, incomprehensible, and untouchable. Many doomspeakers who resonate with this apocalypse claim that their whispers come not from the death of reality in the future but instead from these dread beings whispering to them from outside of time itself; some even claim to converse with these dark lords. Powers associated with this path can induce madness in their targets, cause unholy growths in both friends and foes alike, and even create puppets from your cast off flesh. Doomsayers following this path tend to be more than half mad even by the standards of doomsayers, their insanity showing in their mannerisms and actions. Good aligned doomsayers seek to oppose these entities, delaying their return for just a few years longer if possible. Evil aligned often actively serve these dread powers seeking to bring their lords forth once more. Neutral doomsayers of this path sometimes do nothing more than indulge in a mad hedonism, others are amongst the most dangerous doomsayers, ones who believe that they must spare the living by ending them before the dread lords come and do worse still to them.

    Destruction

    "Kneel mortals, for thou hath met thine doom!"

    The path of Destruction is the most generic path. It represents no specific means, just that the world will end in flames and suffering, that the forces of creation will fall before those that would end it all with their power. Its powers are things of destruction, things to bring forth violence and tear the world asunder ripping apart the ground and pulling the beasts of the sky down to the ground. Doomsayers following this path can be particularly aggressive, and destructive.

    Fimbulwinter

    "Winter is coming."

    The path of Fimbulwinter is the way of the final winter, the long winter where madness bubbles up amongst the people of the world and starvation, war and death follows. It represents the final hours of darkness, when all is ice and the chill of night, the days when hunger and death freeze the world and brother turns on brother. Its powers are things of the ice, blessings to survive its chill and curses to freeze the blood, powers of night and darkness, and some even invoke the madness of these final days. Doomsayers following this path tend to strive for self-sufficiency, knowing that in the darkest night, when chill has killed the crops, and the final days are upon mankind no one can be trusted. They are creatures of the ice, there powers making them more at home in the chill of the deepest winter than anywhere else.

    Gotterdamerung

    "Your god is dead, he just doesn't know it yet."

    The path of Gotterdamerung is the fall of the gods and their servants, the way of the false prophet which seduces the innocent and the final death of the gods. It represents both the insidious evil which undermines the morality of mankind, turning worship from the gods starving them of their power, and that final dread power which meets the gods head on and drives them to rout. Its powers are those of deception, of seduction and control, as well as the power to oppose the servants of the gods, to cast down those they have granted power and those lesser beings of celestial and infernal origin. A doomsayer following this path is the most insidious, their powers lending themselves to infiltration, and are likely to wreak their will through intermediaries as much if not more than through their own direct actions.

    Necrosis

    "In the end everything is but dust on the wind."
    The path of Necrosis is the failing of life, it is the time when death and undeath rise and the creative force of reality fails, when living beings no longer born into the world, and only the long dead continue on a dead world. It represents the power of death, absolute and final, irresistible in the end; all things die and nothing escapes death forever. Its powers grant creation of and mastery over the undead, the ability to call death down directly onto foes, to drain life from the living with merely a word or glance, and a mastery over the forces of life and death. Those doomsayers who follow this path are particularly morbid and fascinated with the undead and dying. Good aligned doomsayers following this path may attempt to turn their powers towards the eradication of the undead, hoping to at least make the world safer until life has failed. Evil doomsayers following this path often attempt to set themselves up as lords of the undead, feeling more in common with the dead than the living.

    Plague

    "Never underestimate the small things. For in the end... they shall tear down even the GREATEST!"

    The path of Plague is the path of virulent contagion spreading across life and bringing it to a halt. It represents that death which can sweep across the world with little warning, striking at young and old alike, and tearing down society with its great scythe. Its powers grant the spread of plague and mastery of vermin, it also allows for mastery of diseases using them to cripple targets or prolong their lives. Doomsayers following this path are only second to those following the way of the false prophet in their insidious subtlety, and may be amongst the most malevolent. More than any other path the powers of plague kill without discrimination, and a doomsayer following this path knows that their powers may kill indirectly those they had not originally intended. As such this path attracts those excited by such an idea. That is not to say all doomsayers who follow this path are evil, but only that many are and they may include the most sadistic of their ilk.

    Time

    "Eternity is a lie
    In my dreams I've seen time die."

    The path of Time is the path of the ultimate end when even time itself unravels. It represents that horrible fate when time is torn and rent, past and future bleeding together and all of reality threatened with extermination. Its powers grant a mastery over time, and to an extent space, blending the past into the present, sending creatures into the future, and warping across space in an instant. Doomsayers following this path must always worry that the fraying of time from their powers may be just the spark needed to begin the spiral into doom. Even so their powers are the least directed towards causing such annihilation.

    Waste

    "I have become death, destroyer of worlds."

    The path of Waste is the path of a future doom, a great force which rends the world leaving it unfit for habitation. It is the doom of war and magic too powerful to be controlled, powerful enough to scar the world. Its power grant a dread power that burns the flesh and resists the healing arts, as well as powers to reduce the countryside to wastelands and to mutate and change granting the body monstrous form. Doomsayers following this path are the most likely to strive to avert it, knowing the doom is likely one of man's own mistakes. Others worship the power of this doom, striving to spread it across the world, to bring it down hard on innocent and guilty alike.


    Malisons: Malisons are the most basic attack invocations which a doomsayer may possess. At 1st level and whenever you gain access to a new grade of invocations you learn one of the malisons associated with your chosen path for that grade (least at 1st level) as a bonus invocation known (these invocations are not included on the class table). The bonus malisons associated with each path listed from least to dark by grade are:

    • Cosmic: Horrors Foretold, Madness Comes for All, Song of Spheres, Unspeakable Word.
    • Destruction: Crushing Word, Unrelenting Force, Greater Crushing Word, Word of Devastation.
    • Fimbulwinter: Whisper of Winter, Breath of Ice, Freezing Word, Howl of Winter.
    • Gotterdamerung: Columns Crumble, Devouring Void, Punish the Servant, Cast Down the Righteous.
    • Necrosis: Word of Respite, Inevitable Demise, Greater Word of Respite, Word of Ending.
    • Plague: Sickening Word, Word of Plague, Sudden Pestilence, Epidemic Command.
    • Time: Rend the Ethers, Unwinding Word, Tear their Time, Temporal Maelstrom.
    • Waste: Wasting Word, Command of Invisible Death, Order of Annihilation, Greater Invisible Death.


    If a doomsayer wishes they may learn a malison from another path as a normal invocation. A doomsayer may not replace malisons they learn through this ability with other invocations upon level up or through any other effect.

    Faithful Witness (Su): A doomsayer is a witness of the doom to come and cannot help but speak true of it. A doomsayer may not lie about the results of any divination effect granted to them by the doomsayer class or through an invocation used as a doomsayer which is used to tell or predict the future. They may however disguise the results through ambiguous phrasing or indirectly.

    A doomsayer may also incorporate truenames into the effects of invocations which allow for it (see above).

    Dreams of the End (Ex): A doomsayer's dreams are haunted constantly by nightmares showing the end of days. These dreams are filled with hints of prophecy, both about the end and even about current happenings. A doomsayer never sleeps without being haunted by these nightmares, and is immune to the effects of a nightmare spell and other magical effects which generate nightmares. In addition a doomsayer gains a +2 insight bonus on checks made with a knowledge skill based on their Apocalyptic Path. This bonus increases by +1 per 5 doomsayer levels.

    • Cosmic: Dungeoneering.
    • Destruction: Arcana.
    • Fimbulwinter: Nature.
    • Gotterdamerung: Religion.
    • Necrosis: Religion.
    • Plague: Local.
    • Time: History.
    • Waste: Arcana.


    1st Sign: At 2nd level a doomsayer gains a benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.

    • Cosmic (Ex): You gain Aberration Blood as a bonus feat even if you do not meet the prerequisites.
    • Destruction (Su): Whenever you kill or destroy a creature you gain a (non-stacking) +1 to your caster level for invocations and +1 to AC, saving throws, attack rolls, skill and ability checks for 1 round.
    • Fimbulwinter (Ex): You gain Cold Resistance 10 +1/2 your character level, and the cold resistance you gain from any spell or spell-like ability you use is increased by this amount.
    • Gotterdamerung (Ex): You gain the Apostate feat (Elder Evils) as a bonus feat, in addition you may lie about the results of oracular abilities granted by this class despite the Faithful Witness class feature. You may choose whether this feat is considered Vile when you get it, and possessing this feat does not require you to be, or make you, evil or radiate evil in any way.
    • Necrosis (Ex): You are healed by negative energy as if you were undead (you are still healed by positive energy if you normally would be).
    • Plague (Ex and Sp): You gain a +3 bonus on saves versus disease, nausea and sickening.
      You can also Detect Diseases at-will, this is the equivalent of a 1st level spell. This functions like Detect Magic, but in the first round it reveals the presence or absence of diseases in the area (whether just contagious or diseased objects, or creatures which are carrying or suffering from the disease), on the second round it reveals the number and locations, and on the third or later rounds you may select one aura to and identify the disease and its effects.
    • Time (Ex): You gain a +3 bonus to Initiative checks.
    • Waste (Su): You radiate an aura of destructive energy. Any creature beginning its turn adjacent to you or entering a square adjacent to you takes 1d6 radiation damage; no matter how often a creature enters and exits your aura during a turn this ability never triggers more than once per round. A successful Fortitude save (DC 10 +1/2 your Doomsayer level + your Charisma modifier) negates this damage. You may suppress or reactivate this aura as a move-equivalent action.


    Know the Hour (Sp): Beginning at 3rd level a Doomsayer may bring the whispers of fate babbling below the surface of your waking mind up to the conscious level wrapping it around the line of your own life. You may use this ability once per day per 3 doomsayer levels you possess plus a number of additional times per day equal to your Wisdom modifier (if positive). Activating this ability is a standard action, and reveals what the broad probability of you dying within the next thirty minutes if you follow a proposed course of action. There is a 70 + your doomsayer level percent chance, rolled in secret by the DM, of getting accurate information when using this ability; if it results in a failure then the results are instead completely random (roll 1d4). This is the equivalent of a 1st level spell.

    The possible results are:
    1. Almost Certain: If you do not change your path you will almost certainly die. This indicates near suicidal situations, a battle with a high chance of total party kills, or a battle which is extremely likely to kill you (60+%).
    2. Likely: You have a decent chance of dying but it is only a chance. This indicates battles with a high chance of a single character dying, battles where you in particular are likely to die (20+%), or otherwise dangerous situations.
    3. Unlikely: You have a small chance of dying but it is unlikely. This indicates battles where a character is unlikely to die, battles where death is likely to be a result of a lucky crit, or other situations in which you have only a small chance of death (1%+).
    4. Almost Impossible: The proposed course of action is almost certainly not going to get you killed. Exploring the abandoned castle which is in fact completely abandoned, meeting your allies in a safe location, or other situations with less than a 1% chance of death. This should never include combat unless the enemies cannot threaten you in any substantial way: they need a nat 20 to hit and deal insignificant damage compared to your hp, cannot overcome your DR, etc.


    Beginning at 8th level you can use Know the Hour to reveal the chance that another creature whose name is known to you, and said plainly and clearly as part of activating this spell-like ability, assuming that all parties involved follow their current course of action unmodified by this ability.

    Let them Hear (Su): There is power in names, and by tying one to a word of the apocalypse you direct its force more directly upon them. Beginning at 4th level you may state the personal name of a creature when using an invocation, if you do the save DC of the invocation is increased by 1 for that creature; you may only include the name of one creature within an invocation this way (although if multiple creatures which would be affected have the same name the bonus would apply against all of them). Beginning at 9th level you also gain a +2 to any check made to overcome that creature's Spell Resistance. Beginning at 19th level you also gain a +2 to your caster level with the invocation for the purposes of that creature, such as: any level dependent variables as applied to that creature such as damage, duration, and even how hard it is to dispel the effect from that creature, etc; this does not affect range unless it is a single target spell only affecting that creature. If you include the target's personal truename into this invocation all bonuses listed here are doubled (+2 to DC, +4 vs SR, +4 to CL).

    Augury (Sp): With an effort you can push the whispers of doom into a more general form, turning your senses towards the general success of a plan or decision. Beginning at 5th level a doomsayer may use Augury as a spell-like ability 1/day (CL = Doomsayer level), gaining another use at 8th, 11th, 14th, 17th, and 20th level.

    2nd Sign: At 7th level a doomsayer gains a benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.

    • Cosmic (Ex): Your malisons ignore immunity to mind-affecting effects. Your other invocations ignore immunity to mind-affecting effects not caused by the mindless trait although creatures normally immune to mind-affecting effects gain a +5 to Will saves against mind-affecting invocations (but not against mind-affecting malisons), if the invocation does not allow a save immunity affects it normally.
    • Destruction (Su): Three times per day you may utter a word of destruction as a standard action. This word destroys one object within 60-ft (an attended object or magic item may make a Fortitude save to negate this effect) up to 1 5-ft cube in size per Doomspeaker level you possess. If an object is too large to be destroyed this way, you instead destroy 1 5-ft cube of it per Doomspeaker level.
    • Fimbulwinter (Ex): Your invocations which deal cold damage ignore cold resistance other than your own and deal half damage against creatures immune to cold except against you.
    • Gotterdamerung (Su): You can sense the presence of outsiders and divine spellcasters within 60-ft of you as if with blindsense, this ability ignores line of effect within 20-ft. In addition to determining what square they are in you also automatically learn what the highest spell level of their spell-like abilities and/or spells available is.
    • Necrosis (Su): You gain the ability to rebuke and command undead as an evil cleric of your level.
    • Plague (Ex): You gain immunity to being nauseated and sickened, and you suffer no effects from diseases (magical or otherwise) although you may carry them. In addition diseases inflicted directly by your invocations may infect living creatures regardless of any type or subtype based immunity.
    • Time (Su): 3/day you may perform a move action (or move equivalent action) as an immediate action. If you do so you lose your move action during your next turn.
    • Waste (Ex and Sp): You gain immunity to radiation damage and radiation sickness. This is an Ex ability.
      1/day as a spell-like ability you may infuse an object (up to 1 10-ft cube) with radiation. Any creature which spends at least 24 hours within the presence (10-ft/Doomspeaker level you possess) of the object must make a Fortitude save (DC 15 + your Charisma modifier) or contract radiation sickness (see below). This object radiates (evocation) magic but this aura is shrouded against magical detection requiring a caster level check of DC 15 + your Doomspeaker level to detect; a single creature may only attempt one such check each day. This is the equivalent of a 5th level spell.


    Divination (Sp): While the whispers primarily tell of dooms to come it is possible to turn them towards broader things. Beginning at 10th level you may use Divination as a spell-like ability (caster level = doomsayer level) by expending a use of your Augury spell-like ability.

    3rd Sign: At 12th level a doomsayer gains a potent benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.

    • Cosmic (Su): You radiate an aura of madness. At the beginning of your turn any creature within 20-ft of you takes 2 points of wisdom damage per round (Will halves). This is a mind-affecting effect you may suppress or reactivate this aura as a swift action.
    • Destruction (Ex): You gain a +2 to your caster level with malisons.
    • Fimbulwinter (Ex): You gain immunity to cold, and fire resistance of 10 + your doomsayer level; any fire resistance from other sources is increased by this amount.
    • Gotterdamerung (Su): You gain Spell Resistance 12 + your doomsayer level against divine spells and the spell-like abilities of outsiders.
    • Necrosis (Ex): Your invocations which have damage which normally have damage prevented by resistance or immunity to negative energy now deal damage normally to creatures resistant or immune to it. In addition your invocations which are considered Death effects ignore immunity to Death effects granted by spells and items. Finally you may, as a free action, kill any creature which is dying within 30-ft of you.
    • Plague (Su): You may extend your immunity to being nauseated or sickened and your disease carrier status to up to 1 creature per point of Charisma bonus (minimum 1) you possess. You may remove this immunity at any time from any number of creatures as a move equivalent action, when you do so they immediately take damage once from each disease they are carrying which is past its incubation period. In addition diseases inflicted directly by your invocations may infect any living creature regardless of immunity to disease (a carrier still suffers no effects of the disease).
    • Time (Su): 1/day (as a free action) you may rewind time, undoing all events since the start of your last turn except the expenditure of this ability.
    • Waste (Su): Your aura granted by the First Sign improves. It now deals 4d6+1/2 your Doomspeaker level damage, and a successful save only halves the damage.


    Know Fate (Sp): You can expand the breadth of your ability to determine whether a creature will die. Beginning at 13th level when using Know the Hour you may choose to predict the chance of the target dying within 24 hours instead of within the next 30 minutes. You choose each time you activate this ability.

    Contact Other Plane (Sp): Pushing out with your mind you expand the whispers to scrounge up information from the present, past, and future. Beginning at 15th level you may, by expending two daily uses of your Augury spell-like ability, use Contact Other Plane as a spell-like ability. You do not actually contact a planar entity instead staring into the abyss of the apocalypse pulling out threads of information from your prophetic visions. You may choose what level of information you wish to aim for (as if choosing the plane to contact).

    4th Sign: At 17th level a doomsayer gains a potent benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.

    • Cosmic (Ex): You gain immunity to mind-affecting effects.
    • Destruction (Ex): You learn 1 malison of each grade; these malisons may only be replaced with other malisons if they are somehow changed (such as by level up or another effect).
    • Fimbulwinter (Su): You are surrounded by an aura of snow with a 10-ft radius obscuring sight through the area giving you and anything else in the area concealment. Creatures in the area suffer a -4 penalty to spot and listen checks and ranged attacks passing through the area suffer a -4 penalty. You are immune to these penalties, and creatures in the area do not receive concealment from you.
    • Gotterdamerung (Su): Divine spells cannot be cast within 15-ft of you nor may outsiders (other than yourself) use spell-like abilities within this area.
    • Necrosis (Ex): You gain immunity to death effects and energy draining effects/negative levels. In addition your malisons ignore regeneration, dealing lethal damage to creatures regardless of their regeneration or lack there of.
    • Plague (Ex): Diseases caused directly by your invocations are difficult to remove. They can never be cured naturally and require a caster level check (DC 16 + your Doomsayer level) to remove by magical means. In addition any ability damage caused by a disease or malison inflicted by you is increased by 2.
    • Time (Su/Sp): Whenever Time Stop is cast within 100-ft of you, you are carried into their Time Stop gaining all benefits of the effect yourself and being able to damage them (and be damaged by them) as if not within a Time Stop. In addition 1/day you may use Time Stop as a spell-like ability.
    • Waste (Su): You become radioactive. Any creature that spends an entire round within 30-ft of you must make a Fortitude save or take 1d4 Constitution damage at the end of each entire round spent within 30-ft. Any creature which takes Constitution damage from this effect also contracts radiation sickness (see 2nd Sign ability). You may suppress this aura or reactivate it as a swift action.


    Know Death (Su): With a moment's focus you turn the whispers in your mind from the way doom will come to the ways doom may come to a foe. As a swift action you may expend 2 uses of Know the Hour to learn the weaknesses and resistances of a target within line of sight. You learn: the targets DR and what overcomes it (if any), what types of damage the target resists or is immune to (such as fire, electric, acid, and cold for a tanar'ri), what types of damage deal more than regular damage to the targeted creature, any other special weaknesses of the creature (including what spells harm a golem through its magic resistance), what types of damage heal the target (such as fire for an iron golem, or positive energy for a living creature), the target's SR, the target's AC, and what is the target's lowest saving throw.

    5th Sign (Sp): At 20th level a doomsayer gains a cataclysmic power associated with their Apocalyptic Path. These abilities are always the equivalent of a 9th level spell and are listed below.

    • Cosmic: 3/week you may release a burst of madness in a 1 mile radius centered on yourself. This is a mind-affecting effect and all creatures in the area suffer an effect based off of their hit dice. 5 or less hit dice: They become permanently insane (as insanity spell) and take 3d6 Wisdom damage and 1d6 Wisdom drain; a successful Will save reduces this to 3d6 Wisdom damage and 20 rounds of confusion beginning upon their next moment of consciousness (immediately if this does not knock them out). 6 to 10 hit dice: They take 2d6 Wisdom damage and 1d4 Wisdom drain and become confused for 20 rounds upon their next moment of consciousness (immediately if this does not knock them out); a successful Will save reduces this to 2d6 Wisdom damage and 1 round of confusion (immediately only). 11-15 hit dice: They take 2d6 Wisdom damage and become confused for 20 rounds; a successful Will save reduces this to 1d6 Wisdom damage and 1 round of confusion. 16+ hit dice: They take 1d8 Wisdom damage and become confused for 1 round; a successful Will save negates this effect. This effect requires line of effect. 1/year you may increase this effect's radius to 20 miles, and allow it to penetrate walls less than 10-ft thick for line of effect.
    • Destruction: You may use Apocalypse Rains from the Sky (Book of Vile Darkness) 3 times per week but its radius is only 10 miles; 1/year you can increase this radius to 200 miles.
    • Fimbulwinter: You may use Frostfell as a spell-like ability 1/week except that its area is a 1 mile radius centered on yourself (you are immune to this effect) instead of the normal shapeable area; this effect requires line of effect. 1/year you can increase its area to 10 miles.
    • Gotterdamerung: You may bestow a grand curse on all creatures within a 30-ft radius within 100-ft. All divine spell effects in the area are immediately dispelled (as if with Disjunction), and any divine spellcaster, an outsider, or a creature with divine ranks in the area (other than potentially yourself) loses all ability to cast spells, as well as spell-like abilities, and divine salient abilities permanently if they fail a Will save. Only an arcane Wish spell with a caster level of at least 20 can be used to reverse this effect. On a successful Will save effects are still dispelled but the target only loses divine spellcasting, spell-like abilities, and divine salient abilities for 1d4+1 rounds minus 1 round per creature affected beyond the first (this counts divine casters, outsiders, and creatures with divine ranks whether they made the save or not but does not include creatures which did not need to make a save) to a minimum of 0 rounds. You may use this ability 1/day.
    • Necrosis: You may release a pulse of negative energy. All living things within 1 mile immediately suffer 2 negative levels (Fort halves); this effect passes through barriers not needing line of effect to affect a creature. You may use this ability 3 times per week. 1/year you can increase its area to 10 miles.
    • Plague: You may infect a region 1 mile in radius. Any creature spending more than 10 minutes in the region must make a Fort save or be infected with a disease (chosen by you when you activate this ability). The region remains infected until removed by a Wish or Miracle spell or a CL 21+ Remove Curse cast in its center. A creature only needs to make a saving throw against this effect once every 8 hours. You may use this ability only 1/week. 1/year you increase its area to 10 miles.
    • Time: You may erase an entity from time. They must make a Will save or be destroyed utterly. Any spells or effects put into place by the target are ended immediately, and the effects of any actions the creature took during the last turn are undone (damage they dealt, instantaneous creation effects, rocks falling due to them destroying their supports). A creature destroyed this way cannot be revived even by a wish or miracle spell, although direct divine intervention, certain major artifacts, or equivalent means can be used to revive them. On a successful save the target takes 10d10 damage and is slowed (as the spell) for 15 rounds minus 1 per point over the DC it rolled (minimum 1 round; +1 per point under if it succeeded due to a natural 20). You may use this ability 1/day.
    • Waste: You may cause an explosion of energy. All creatures, other than yourself, within 100-ft take 20d6 radiation damage (Fort halves), all creatures more than 100-ft away but within 1000-ft take 10d6 radiation damage (Fort halves), all creatures more than 1000-ft away but within 2000-ft take 5d6 radiation damage (Fort negates), and the area within 1 mile is irradiated. Every 10 minutes spent in the area a creature must make a Fortitude save or contract radiation sickness, or by spending 10 minutes within 100-ft of the epicenter they may contract double strength radiation sickness. This effect requires line of effect. You may use this ability 1/week. 1/year you may multiply its range by 10.
    Last edited by Zaydos; 2014-09-03 at 12:20 PM.
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    Default Re: Doomsayer (3.5 Base Class)

    Doomsayer Invocations

    A Note on formatting:
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    I have found that the method of formatting used by invocations in the official books lacks certain key information when not attempting to simply duplicate an already extant spell. As such I am putting them in a format closer to a spell's. As such each entry will include the following:
    Effective Level: The effective spell level of the invocation.
    School: The spell school and any subschools or descriptors that it belongs to.
    Path: Which apocalyptic path(s) the invocation falls into.
    Casting Time: To avoid the Baleful Geas dilemma, and to allow me to make ones of multiple casting times as opposed to "1 standard action".
    Range: The effect's range. Close = 25-ft + 5-ft/2 caster levels. Medium = 100-ft + 10-ft/caster level. Long = 400-ft + 40-ft/caster level.
    Area/Target/Effect: Same as on spells.
    Duration: Do I need to explain it?
    Saving Throw: What saving throw the effect allows if any.
    Spell Resistance: Does the effect allow for spell resistance.
    Truename: Whether or not a personal truename can be incorporated into this invocation for special effect (if yes then it will be described below the normal effect of the invocation).
    Descriptive text if I feel up to writing it
    Game Efffect blah blah blah
    Truename Effect: What incorporating a truename into the invocation does.


    List of Invocations by grade
    Invocations will be marked by their path, and invocations that were already extant in other lists will not be reprinted (although the source will be noted) but they will have what apocalyptic paths they belong to marked here. Invocations marked with Taint are intended only for games using the Taint rules in Heroes of Horror. Other will be marked Malison indicating that they are considered malisons for effects that affect malisons. Some invocations are marked modal, these invocations can be used in two (or more) sometimes wildly different ways, such as Call to Madness which can be used as both a detection ability and an offensive one, when listing their range, duration, etc if they are different between modes the range and effects of mode one are each before an 'or' and for mode 2 after it. Some invocations have special effects on "servants of the gods" see spoiler in the Doomsayer class section for this term's meaning.

    Least
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    1. All-Seeing Eyes (Complete Mage; Cosmic): Gain bonus to Spot and Listen.
    2. Apocalyptic Sustenance (Necrosis, Waste): Go without food, water, or breath.
    3. Baleful Utterance (Complete Arcane; Destruction): Shatter.
    4. Bear the Cloak of Death (Necrosis): Aura of Desecrate
    5. Befoul Water (Plague): Spread disease through infecting water.
    6. Beguiling Influence (Complete Arcane; Gotterdamerung): Gain bonus to Diplomacy and Bluff.
    7. Benediction of the Anointed Champion (Apocalyptic Whisper): Transfer your own Insight bonuses to target.
    8. Bind Vermin (Plague): Bend a vermin to your will.
    9. Blessing of Mad Insight (Cosmic): Dread beings whisper victory to you, at a cost.
    10. Call the Pale Horse (Necrosis): Summon an undead mount.
    11. Call to Madness (Cosmic, Modal, Taint): Detect or call out depravity.
    12. Child of a Failing World (Fimbulwinter, Waste): Survive the wilderness and Endure Elements
    13. Claws of Lethal Green (Waste): Grow radioactive claws.
    14. Columns Crumble (Gotterdamerung, Malison): Harms foe, prevents servants of gods from wielding blessed power for 1 round.
    15. Crack the Ground (Destruction): Creates difficult terrain, can destroy floors.
    16. Crushing Word (Destruction, Malison): Harms foe.
    17. Deceive the Wise (Gotterdamerung): Conceals alignment and prevents magical lie detection.
    18. Deceleration (Time): Slows target.
    19. Deja Vu (Time): Forces target to repeat their last action.
    20. Dweller Amongst Those which Came Before (Cosmic): Gain ability to swim and breathe water, but are slowed on land.
    21. Face of False Innocence (Gotterdamerung): Disguise Self and alignment.
    22. First Line of the Book of War (Destruction): Invoke berserk fury in willing target.
    23. Flesh of Bone (Necrosis): Gain lich-like damage reduction.
    24. Globes Spinning with Destruction (Waste, Malison): Create balls of radioactive energy that can be thrown at targets.
    25. Halting Pox (Plague): Disease stuns target.
    26. Hemorrhaging Word (Destruction, Malison): Cause internal bleeding in target.
    27. Horrors Foretold (Cosmic, Malison): Whispers of madness inflict wisdom damage.
    28. Howl Heard Round the World (Fimbulwinter): Send message 1 mile/caster level.
    29. Hunger of the Wolf (Fimbulwinter): Gain scent and tracking ability.
    30. Impede Healing (Gotterdamerung): Causes target to resist conjuration healing and impedes their ability to cast it.
    31. Magic Insight (Dragon Magic; Apocalyptic Whispers): Detect Magic and gain bonuses to identify it.
    32. Mend the Wounds of the Past (Time): Undo damage received within the last round.
    33. Know the Nature of the Beast (Apocalyptic Whispers): Gain bonus to Sense Motive and Knowledge checks to identify enemies.
    34. Otherworldly Whispers (Complete Mage; Lovecraft): Gain bonus to Knowledge checks.
    35. Path of the Darkened Blade (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
    36. Read the Book of Names (Apocalyptic Whispers): Learn names of viewed creatures.
    37. Reaper's Lash (Necrosis, Malison): Whip of death harms target, deals extra damage to undead.
    38. Reaper's Leash (Necrosis): Command Undead
    39. Rend the Ethers (Time, Malison): Damages target, more damage if they have not acted in combat.
    40. See Death Written (Apocalyptic Whispers, Necrosis): Gain darkvision and see how close to death creatures are.
    41. See the Soul's Allegiance (Apocalyptic Whispers, Gotterdamerung): Detects alignment and patron deity.
    42. Shroud of Eclipse (Fimbulwinter): Protects you and nearby creatures against (sun)light.
    43. Sickening Word (Plague, Malison): Infect target with the Red Ache.
    44. Sounding Pulse (Waste, Malison): Send out a radar pulse of radiation to find invisible creatures and damage foes.
    45. Strength from the Fallen (Destruction, Necrosis): Target gains strength and regains health by killing creatures.
    46. Tumorous Sensor (Cosmic): Implants a tumor in target allowing you to see through their eyes.
    47. Utterance of Prey's Dread (Fimbulwinter): Cause fear in creature you have damaged.
    48. Verminous Scout (Plague): Creates a giant roach to scout for you.
    49. Wasting Word (Waste, Malison): Inflict radiation damage on target.
    50. Whisper of Winter (Fimbulwinter, Malison): Inflict cold damage on target.
    51. Winter Hunter (Fimbulwinter): Increase your speed and move across wintry conditions with ease.
    52. Word of Momentary Disruption (Time): Renders targets in an area flat-footed.
    53. Word of Respite (Necrosis, Malison): Deal damage to target, increased if target is near death.
    54. Word of Revealing (Apocalyptic Whispers): Gain various sight based abilities until the start of your next turn.



    Lesser Invocations
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    1. Body of Frost and Flame (Fimbulwinter): Gain cold and fire resistance.
    2. Breath of Ice (Fimbulwinter, Malison): Cone deals cold damage.
    3. Cast through Time (Time): Modified Time Hop.
    4. Charm (Complete Arcane, Gotterdamerung):Charm Monster
    5. Command of Fleeting Hours (Time, Malison): Target takes damage whenever they take actions.
    6. Command of Invisible Death (Waste, Malison): Target creature takes damage over time and becomes radioactive.
    7. Contagious Word (Plague, Malison): As Contagion but at a range.
    8. Cursed Lands (Waste, Taint): Area becomes tainted, inflicting corruption on those who spend too long within.
    9. The Dead Walk (Complete Arcane, Necrosis): Animate Dead
    10. Devastation Follows in my Wake (Destruction, Malison, Modal): Causes damage in every square you've been in over the course of the last hour or day.
    11. Devour Faith (Gotterdamerung): Inflict negative levels on the servant of a god and gain a bonus to Charisma based on how many you inflict.
    12. Devour the Sun (Fimbulwinter): Creates darkness which you can see through.
    13. Devouring Void (Gotterdamerung, Malison): Damages target and dispels divine spells.
    14. Dread Mutation (Waste): Deal radiation damage to target and cause them to grow larger their natural weapons dealing radiation damage.
    15. Fangs of the Mad Wolf (Fimbulwinter): Grow teeth gaining a bite attack dealing cold and Wisdom damage.
    16. Footsteps which Shake the World (Destruction): Move and knock foes that you pass by prone.
    17. Gaze Melting Burst (Waste): Flash of light blinds targets.
    18. Guidance of the Preordained Path (Apocalyptic Whispers): Gain insight bonus to all skill checks.
    19. Hidden from the Eyes of Man (Gotterdamerung): Wards you and those nearby with Non-detection.
    20. Inevitable Demise (Necrosis, Malison): Target takes damage over time and suffers Strength damage as its life force flows out of it.
    21. Instilled Mutation (Waste, Taint): Places corruption within the target which radiates out of them slowly corrupting them and those near them over the course of days.
    22. Lifesense (Necrosis): You gain the ability to sense life nearby.
    23. Madness Comes for All (Cosmic, Malison): Target takes damage and is confused.
    24. Necromancer's Call (Necrosis): Speak with Dead
    25. Path of the Blackened Blade (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
    26. Phantom out of Time (Time): Create a temporal shadow able to flank and make attacks of opportunity.
    27. Plague Burst (Plague, Malison): Causes disease to explode from creature in a wave of acid.
    28. Planar Exile (Gotterdamerung): Exile target to its native plane.
    29. Pulse of Death (Necrosis, Malison): Deal negative energy damage to multiple targets.
    30. Second Line from the Book of War (Destruction): Invokes a berserk frenzy in the target.
    31. Seduce the Righteous (Gotterdamerung): Changes creature's alignment to evil temporarily and makes them like you.
    32. Seed of Madness (Cosmic, Taint): Places a seed of depravity into a creature, causing them to radiate madness over the course of several days.
    33. Step of Desolation (Waste): Teleport between wastelands.
    34. Step of Virulence (Plague): Teleport between bearers of the same disease.
    35. Sustaining Plague (Plague): Creature requires less sleep and no food, water, or breath depending upon how many diseases it bears.
    36. Tainted Fuel (Waste, Taint): Uses a creature's taint to fuel your own powers.
    37. Temporal Bleed (Time): Drains duration from effects and abilities.
    38. Tendril of the Mind (Cosmic, Malison): Mental probe damages target's psyche.
    39. Third Line from the Book of War (Destruction): Gain combat skill for a handful of moments.
    40. Unrelenting Force (Destruction, Malison): Deal force damage in a cone and push creatures away.
    41. Unspeakable Dread (Cosmic): Cause fear in target.
    42. Unweave Magic (Gotterdamerung): Dispels magic with a bonus to dispel divine effects.
    43. Unwinding Word (Time, Malison): Deals damage and returns target to their position from last round.
    44. Whispers of Personal Doom (Apocalyptic Whispers): Gain insight bonus to AC.
    45. Whispering Madness (Cosmic): Gain telepathy, may expend for a short duration Suggestion.
    46. Wither Plants (Necrosis, Waste, Modal): Renders plants in an area unable to grow for a year, kills off plants to clear the underbrush, or kills a single plant.
    47. Word of Congealed Time (Time): Slow
    48. Word of Distant Sight (Apocalyptic Whispers): Create magical sensor to view distant location.
    49. Word of Draining (Necrosis, Malison): Inflicts negative levels on target, and grants you temporary hit points. Backfires against undead.
    50. Word of Liege-Bind (Goterrdamerung): Contingent domination triggered by compulsion effects.
    51. Word of Night's Curse (Fimbulwinter): Blind creature permanently.
    52. Word of Plague (Plague, Malison): Deals minor damage and infects target with a highly contagious form of the Red Aches.



    Greater Invocations:
    Spoiler
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    1. Arrow of Destruction (Waste): Fly off and explode in a burst of radiation.
    2. Chilling Fog (Dragon Magic, Fimbulwinter): Create an icy cold solid fog
    3. Energized Magical Pulse (Waste): Area Greater Dispel Magic with bonuses against higher level spells.
    4. Exhalation of Expanding Destruction (Destruction, Malison): Acidic cloudkill
    5. Eyes of Plague (Plague): Scry on target and infect them with a disease.
    6. Eyes of Uncovering (Apocalyptic Whispers): Gain True Seeing with the addition of seeing how near death foes are.
    7. Fall in Droves (Destruction): Cause creatures to fall from the sky.
    8. Fatal Repetition (Destruction, Malison): Deal damage to target equal to damage they have taken from 1 attack within the last round.
    9. Fingers of Fog (Fimbulwinter): Thin mist surrounds you with your sense of touch extending throughout it.
    10. Flesh Puppet (Cosmic): Create an aberration made of your own flesh which serves as an extension of your will and magical force.
    11. Freezing Word (Fimbulwinter, Malison): Deal 1d6 cold damage/level and 2d6 Dexterity damage to target, can freeze them solid.
    12. Greater Crushing Word (Destruction, Malison): Deal 1d6 force damage/level to target, more to constructs and objects.
    13. Healing Contagion (Plague): Infect target with disease charged with healing energy thus healing them.
    14. Infection of Timelessness (Plague): Disease halts target's aging.
    15. Key to the Gates of Hell and Death (Necrosis, Modal): Revive the recently fallen, or return to death those you have revived.
    16. Legion of Shadows (Necrosis): Summon horde of shadows.
    17. Nightmares Shared (Apocalyptic Whispers, Cosmic): Send your apocalyptic dreams to another inflicting a nightmare upon them.
    18. Nuclear Torch (Waste, Malison): Cone or line of radioactive destruction.
    19. Order of Annihilation (Waste, Malison): Deal 1d4 damage/level in a 20-ft radius within medium range and leave the area irradiated.
    20. Pall of Ashen Doom (Waste): Cloud of ash hangs over you causing depression in others underneath it.
    21. Path of the Fatal Blade (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
    22. Peer into the Book of Lore (Apocalyptic Whispers): Legend Lore
    23. Plague Viper (Plague): Create a snake made of disease which fights for you.
    24. Punish the Servant (Gotterdamerung, Malison): Deal 1d6 damage/level to target, and strip divine caster or outsider of magical powers.
    25. Reach Where the Gods Cannot (Cosmic, Gotterdamerung): Bind a low level vestige.
    26. Read from the Book of Endings (Apocalyptic Whispers, Destruction): Gain insight bonuses on attack, damage, and spell penetration against target.
    27. Riftwalk (Time): Teleport or Plane Shift dazed upon exiting.
    28. Shield of Moments Found (Time): Delay effects upon you by 1 round.
    29. Shortened Hemorrhaging Word (Destruction, Malison): Swift action hemorrhaging word.
    30. Shroud of Madness (Cosmic): Gain concealment against thinking creatures.
    31. Song of the Spheres (Cosmic, Malison): Deal damage to targets based upon their intelligence.
    32. Soul of Ice or Fire (Fimbulwinter): Gain immunity to cold or fire.
    33. Split the Moment (Time): Gain +16 or more to initiative.
    34. Spread Time (Time): Extend spell or other effect with a duration.
    35. Steal the Gods' Portion (Gotterdamerung): Bind souls of the recently dead within your body gaining power from doing so.
    36. Strategic Long Deployment Blast (Waste, Malison): Create a missile of energy which launches at a speed of 400-ft per round.
    37. Sudden Plague (Plague, Malison): Deal 1d6 damage/level to target and infect them with a disease.
    38. Tear the Worlds (Gotterdamerung): Permanently cut off planar connections within the region.
    39. Tear their Time (Time, Malison): Deal 1d6 damage/level to target and slow them for 1 round.
    40. Walk the Chosen Way (Apocalyptic Whispers): Find the Path.
    41. Wings of the Starborn (Cosmic): Gain unearthly wings allowing for fear inducing flight.
    42. Wolf Mind (Fimbulwinter): Gain second save against mind-affecting effects, and reactive counter-attack.
    43. Word of Final Respite (Necrosis, Malison): Deal 1d6 damage/level to target, more to creatures below half health.
    44. Word of Final Rest (Necrosis, Malison): Destroy target undead.



    Dark Invocations
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    1. Become Death (Necrosis): Polymorph into a Dread Wraith, retaining the use of malisons.
    2. Besiege the Gates (Gotterdamerung): Create a portal to another plane, and be treated as a native of the plane.
    3. Betrayal of the Flesh (Cosmic, Malison): Warps nearby creatures, damaging them and causing their own bodies to rebel against them.
    4. Break the Earth (Destruction): Earthquake
    5. Cast Down the Righteous (Gotterdamerung, Malison): Deals damage to nearby enemies, increased against outsiders and divine casters.
    6. Dark Foresight (Complete Arcane; Apocalyptic Whispers): Foresight send warnings to allies.
    7. Destroyer of Worlds (Waste): Transform into a radioactively powered giant monster.
    8. Devouring Vortex (Destruction): Vortex consumes magic in the area.
    9. Epidemic Command (Plague, Malison): Deal Constitution damage and sicken creatures in an area.
    10. Extinguishing Word (Necrosis): Word kills target.
    11. Force the Final Revelation (Cosmic): Insanity
    12. Form of Pestilence (Plague): Become a swarm of disgusting, disease carrying vermin.
    13. Freeze the World (Fimbulwinter, Modal): Inflict ice age conditions on an area within a mile. Conjure or dismiss weather within the area.
    14. Greater Command of Invisible Death (Waste, Malison): Deals damage overtime to target, and possibly inflicts Con damage.
    15. Greater Temporal Bleed (Time): Reduce durations of effects within an area by a day.
    16. Howl of Winter (Fimbulwinter, Malison): Cone deals 1d6 cold damage/level and enrages creatures forcing them to attack the nearest creature friend or foe.
    17. Ether Warp (Time): Teleport nearby creatures to other nearby locations.
    18. Leave only Shadows (Waste, Malison): Radioactive burst deals 1d8 damage/caster level and reduces targets killed by this invocation to nothing more than black marks.
    19. Life-Stealing Gaze (Necrosis): Gain a gaze attack which inflicts negative levels.
    20. None Shall Know Your Coming (Gotterdamerung): Mind Blank and wards you against deific senses.
    21. Path of a Thousand Futures (Apocalyptic Whispers): 1/round roll twice for a roll.
    22. Path of the Apocalyptic Blade (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
    23. Pinpoint on the Map of the World (Apocalyptic Whispers): Discern Location.
    24. Read the Book of the Past (Apocalyptic Whispers, Time): Hindsight.
    25. Reduce to Salt (Waste, Malison): Turn target into a pile of salt.
    26. Rewind the Clock (Time): Inflict Constitution burn on yourself to undo the last round.
    27. Shape of Rolling Snow (Fimbulwinter): Take on the form of a rolling snow storm, gaining the cold subtype, flight, and an aura of cold.
    28. Shield of Moments Lost (Time): Gain massive bonus to AC or saves against one attack, suffer an incremental Will save penalty in so doing.
    29. Shut the Gates of Heaven (Gotterdamerung, Malison, Modal): Deal damage and banish creatures or seal a planar portal.
    30. Sound the Trumpet (Destruction, Malison): Deal 1d6 sonic damage/level in a 300-ft cone or 1000-ft line.
    31. Subvert the Servant (Gotterdamerung): Call and bind an outsider to your will.
    32. Temporal Maelstrom (Time, Malison): Deal 1d6 damage/level to enemies in a large area centered on self, and renders them flat-footed.
    33. Unspeakable Word (Cosmic, Malison): Deal 1d6 damage/level and 1d10 Wisdom damage to nearby creatures.
    34. Virulence (Plague): Mass Contagion ecept that the infected can spread their diseases more easily.
    35. Virulent Phylactery (Plague): Store a piece of your soul within a disease to fuel your resurrection upon your death.
    36. Visage of the Kings of Madness (Cosmic): Take on the form of a creature of madness.
    37. Word of Avalanche (Fimbulwinter, Malison): Create an avalanche burying foes and dealing 1d6 damage/caster level.
    38. Word of Devastation (Destruction, Malison): Deal 1d6 damage/level to a 20-ft radius, and deny them their move action for the next round.
    39. Word of Ending (Necrosis, Malison): Power Word Kill.



    Special Terms:
    Servants of the Gods: This term indicates any outsider that lacks the native subtype, any creature capable of casting divine spells (or using spell-like abilities specifically flagged as divine) other than Ur-Priests, any creature capable of initiating Devoted Spirit maneuvers (including any creature with levels in a class which grants them even if they have no Devoted Spirit maneuvers known, but not if the class can grant a set of choices for disciplines and they chose not to have Devoted Spirit), any creature with an Aura of Alignment like that of a cleric or paladin (such as a non-casting paladin or an incarnate), Incarnations, or any creature with divine ranks.

    Invoke a Disease: Some Plague path invocations (and other abilities) require you to invoke a disease the target is suffering from. You do not need to know what diseases (if any) the target is suffering to invoke one, but if the target has no diseases which can be invoked the maneuver fails. When you invoke a disease it goes into remission, the target not needing to make a Fortitude save against it for one day (it does not deal damage that day), and cannot be invoked for an invocation again for 1 day. Diseases currently in their incubation period are available to be invoked. When you invoke a disease you may specify a disease to invoke, if the target has the disease and it can be invoked then it is invoked, if you do not specify a disease or if the target lacks the disease or it cannot be invoked then instead a random disease is invoked as long as they have at least one disease that can be invoked. You can invoke diseases even of creatures normally immune to the negative effects or effects of diseases if they are carrying them (such as cancer mages, plague doomsayers, or creatures they have warded). If an invocation or other magical effect would infect a disease that is currently in remission due to being invoked then the disease exits remission and can once again be invoked.

    New Damage type
    Radiation Damage: Radiation damage represents a destructive blast of near pure energy, a mix of heat, kinetic force, and molecular bond breaking destructive energy. It is difficult for living creatures to heal radiation damage (unliving creature heal it normally). It does not heal naturally, including through fast healing, without the assistance of a trained healer (requiring a DC 20 heal check) and even then heals at half the normal rate and each point of radiation damage healed by a magic spell or effect counts as 2 hit points for the amount that the healing spell or effect can heal, and radiation damage is always healed after regular damage. So, for example, if you have 36 radiation damage and 100 normal damage and a 15th level cleric casts Heal on you you'd be healed all your regular damage and 25 points of radiation damage; alternatively if you have 14 radiation damage and no normal damage and a cleric casts Close Wounds on you healing 7 hit points you'd be healed 3 radiation damage and have 11 damage currently.

    New Condition
    Radiation Sickness: Radiation Sickness deals 1d6 Constitution damage when acquired and each day the target must make a Fortitude save (same DC) or suffer 1d6 Constitution damage; three successful saves in a row remove this effect, and a heal check may be used to treat this as if it were a disease, however a remove disease will not although a heal spell will.

    Special Rules Notes:
    Damage over Time and Bonus Damage: Effects which add damage to a spell or spell-like ability only add damage to the first round of damage from a malison which deals damage over time, unless they add damage per die (Mortal Bane applies for the first round of such effects, a feat which adds +1 damage/die with fire effects would add each round). Effects which multiply a spell or spell-like ability's damage are applied each round.
    Last edited by Zaydos; 2016-10-03 at 05:58 AM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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    Titan in the Playground
     
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    Erutnevda

    Default Re: Doomsayer (3.5 Base Class)

    Least Invocations:
    Spoiler: A-M
    Show
    All-Seeing Eyes
    Path: Cosmic
    See Complete Mage

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

    Baleful Utterance
    Path: Destruction.
    See Complete Arcane.

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

    Befoul Water
    Effective Level: 2nd
    School: Necromancy [Evil]
    Path: Plague.
    Casting Time: Standard action.
    Range: Touch.
    Target: 1 cubic foot of water/caster level.
    Duration: Instantaneous.
    Saving Throw: Fort negates (see below).
    Spell Resistance: No.
    Truename: Yes.
    Your word and touch spreads a plague through the water making it harbor a secret weapon which can kill those which drink from it.
    You infect the water targeted with a disease as if through the Contagion spell. Any creature drinking infected water must make a Fortitude save using the DC for this spell instead of the disease's normal disease, or contract the disease. The infection within the water can be removed with Purify Food or Drink or similar effects.
    Truename Effect: You may include the personal truename of a creature bearing a disease as part of this invocation. If you do you may infect the water with a disease they are suffering even if it is not a disease normally available with contagion.

    Beguiling Influence
    Path: Gotterdamerung
    See Complete Arcane

    Benediction of the Anointed Champion
    Effective Level: 2nd
    School: Evocation
    Path: Apocalyptic Whispers.
    Casting Time: Standard action.
    Range: Touch.
    Target: 1 willing creature.
    Duration: 1 hour/level (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    With a word of blessing you name your champion and placing your hand upon them appoint them to the role, blessing them with the wisdom bestowed upon your and saddling them with your burdens. The apocalyptic whispers flow into the mind of your target, speaking to them and guiding them across the knife's edge.
    As part of this invocation you must say the name of the target, and the target must be willing. The target suffers a -2 penalty to Wisdom as the apocalyptic whispers fill their mind, but they gain any insight bonuses you possess. While this invocation is active you do not receive any insight bonuses personally as all such bonuses are automatically transferred to the target. While this invocation is active you may also use oracular abilities (such as Know the Hour or Augury) as if the target was yourself. If you and the target are ever not on the same plane of existence this invocation ends immediately.
    Truename Effect: You and the target know the distance and direction between each other as long as this invocation is active.

    Bind Vermin
    Effective Level: 2nd
    School: Enchantment (Charm)
    Path: Plague.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 vermin.
    Duration: 1 hour/level (D).
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: No.
    You speak a word of binding, forming reins of enchantment and sorcery around the primitive soul of the insect before you.
    This invocation allows you some degree of control over a vermin. You can only communicate basic commands such as “come here,” “go there,” “fight,” “stand still,” and so on. Non-intelligent vermin will not resist suicidal or obviously harmful orders. A successful will save causes the target to be immune to this effect for 10 minutes and you may only have one vermin bound by this invocation at a time. Any act by you or your apparent allies that threatens the bound vermin breaks the spell. Your commands are not telepathic and the vermin must be able to hear you even if they would not normally be able to understand you.

    Blessing of Mad Insight
    Effective Level: 2nd
    School: Divination
    Path: Cosmic.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 round/level (D).
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    Your word creates a conduit between your target and the dread beings outside of time. These beings grant the creature some of their wisdom and battle knowledge, but such a connection is dangerous. Their mind is shielded against the worst of the madness of the dread gods but these shields wrack their body, transferring mental harm into physical harm.
    You create a mental conduit between the target and beings of great power and wisdom. This conduit grants the target an insight bonus to attack rolls and weapon damage equal to their Intelligence modifier (minimum +0), but whenever they make an attack (whether a weapon attack or otherwise) they suffer damage equal to 1/2 their Intelligence modifier rounded up (minimum +1) this damage ignores any DR they may possess. You may only have one instance of this invocation active at once.
    Truename Component: The target's intelligence modifier is treated as 1 higher for the purposes of this spell.

    Call the Pale Horse
    Effective Level: 1st
    School: Conjuration (Summoning)
    Path: Necrosis
    Casting Time: Standard action.
    Range: Close.
    Effect: 1 undead mount.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.

    You summon forth an undead horse to serve as your mount. This creature has all the stats of a light riding horse or a pony, except that it has no Constitution score, d12s for hit dice instead of d8, and the undead type with its traits and the augmented animal subtype. In addition depending upon your caster level this stead gains additional benefits. With a caster level of 6 or higher it can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. With a caster level of 12 or higher it can use water walk at will (as the spell, no action required to activate this ability). With a caster level of 18 or higher it can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time after which it falls to the ground. With a caster level of 22 or higher it can fly (good maneuverability). You may only have one Pale Horse called forth at a time and it is considered trained for riding with that suite of tricks but no others and can be handled normally as an animal despite its undead type.

    Call to Madness
    Effective Level: 2nd
    School: Divination or Evocation
    Path: Cosmic (Modal, Taint)
    Casting Time: Standard action.
    Range: 180-ft
    Effect or Target: 180-ft radius emanation around you or 1 creature within range.
    Duration: Instantaneous or 1 round/caster level.
    Saving Throw: No or Will negates.
    Spell Resistance: No or Yes.
    Truename: No or Yes.
    Your word is the word of the dark pharaoh, stirring the madness within others. By saying it softly you may send out this fell energy in a loosely defined manner simply discerning which creatures are already influenced by madness. By saying it loudly and firmly you may focus this energy on one creature to increase this influence to throw them into the throws of madness.
    When you activate this invocation you choose one of two modes.
    In the first mode: You learn the number of creatures within the area with a Depravity score above what is natural (0 for most creatures, although higher for undead and evil outsiders and certain other creatures), as well the general location of each such creature, its Depravity score and category (mild, moderate, severe),and whether its Depravity has reached a new threshold (mild, moderate, or severe) within the last 24 hours, and the same information regarding creatures currently confused due to confusion or similar effects or in a frenzy or other state of madness as determined by the DM; you can tell the difference between confusion and frenzy and may identify what spell effect they are suffering from, if any spell is the cause of their madness, with a Spellcraft check (DC 15 + spell level).
    In the second mode: You select a single target within range whose name you say as part of this invocation, that target immediately gains a mental symptom of taint unless they succeed at a Will save. If their Depravity has increased a threshold within the last 24 hours but not yet shown symptoms then this is a permanent mental symptom of the new category and they are considered to have had this new grade of taint for more than 24 hours, preventing easy reduction. Otherwise they gain one of one stage higher than they already have (or severe if they already have a severe mental symptom of taint) which lasts for the duration of this effect.
    Truename Effect: If you include the target's truename into the second mode of this invocation the target's depravity is increased by 2 if they fail their save; this is instantaneous and never causes daze or stun even if the target's Wisdom modifier is +1 or less.

    Child of a Failing World
    Effective Level: 2nd.
    School: Abjuration.
    Path: Fimbulwinter, Waste.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours
    Saving Throw: None.
    Spell Resistance: No.
    Truename: Yes.
    Your dreams show you a dead and dying world, where live is hard and death is certain to come eventually. Twisting a word of environmental havoc you shield yourself against such rampant destruction.
    You gain the benefits of an Endure Elements spell and suffer half the penalties to Listen and Spot checks and ranged attack rolls due to inclement weather or wind. You gain a +4 competence bonus on Survival checks made to avoid damaging natural weather or environmental effects, and gain the same bonus on Constitution checks and saving throws made to resist the effects of natural environmental hazards (such as natural wind, drowning in naturally occurring water, avoiding an avalanche, natural temperatures, etc); this bonus does not apply to any man-made hazards or magically altered hazards (such as weather created by Control Weather).
    Truename Effect: By incorporating a creature's truename into this effect you may target that creature (with a range of close) instead of yourself, if you do so this invocation lasts 1 hour/level (D) on the target.

    Claws of Lethal Green
    Effective Level: 2nd.
    School: Evocation/Transmutation.
    Path: Waste.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    The word of destruction warps you granting you part of the form of the twisted creatures at the end of days. Glowing green claws form from your hands, deathly energy surrounding them in a dread corona.
    Claws form around your hand, providing light as a torch (this is not treated as magical light). These claws can be used as either primary or secondary natural weapons dealing 1d4 + strength (if primary) or ½ strength (if secondary) damage +1 radiation damage per 2 caster levels. The damage of these claws is modified by your size, dealing 1d3 if small or 1d6 if large. If you already have claws you do not gain a second pair of claws but add your radiation damage to your previous claws' damage if it is higher than that of these claws.

    Columns Crumble
    Effective Level: 1st
    School: Evocation.
    Path: Gotterdamerung (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous and 1 round.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    You invoke the force of the gods' death, echoing through time to strike at your foe. This magic wraps around your foe, striking at them, disrupting the connection between their soul and the powers of the gods.
    Target creature takes 1d6 + Caster Level damage. If the target is a servant of the gods they suffer a minus 2 to any will save made to resist this invocation and cannot cast spells, use spell-like abilities, or initiate Devoted Spirit maneuvers for 1 round.
    Truename Effect: The damage is vile damage instead of regular damage.

    Crack the Ground
    Effective Level: 2nd
    School: Evocation (Sonic).
    Path: Destruction.
    Casting Time: Standard action.
    Range: Close.
    Target: 10-ft square of one surface of an object or 1 construct.
    Duration: Instantaneous.
    Saving Throw: Fortitude negates.
    Spell Resistance: Yes.
    Truename: No.
    With a shout of power you create an explosive sonic boom which rises out of the ground or wall shattering it in the process.
    This deals 1d6 sonic damage/caster level to the ground (or a wall) in a 10-ft square and causes that surface to become difficult terrain (costing 2 squares of movement to enter). If used on a construct it instead simply deals 1d6 sonic damage per caster level. A successful Fort save (from a magic or attended item, or a construct) negates this effect completely.

    Crushing Word
    Effective Level: 1st
    School: Evocation [Force].
    Path: Destruction (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature or object.
    Duration: Instantaneous.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: No.
    One word calls the force of the apocalypse back through the ages. It twists the body of the target unless they can manage to shake off its power.
    The target takes 1d8+caster level force damage. The destructive forces are particularly damaging to constructs and objects dealing double damage to them. A successful Will save negates this damage.

    Deceive the Wise
    Effective Level: 2nd.
    School: Abjuration.
    Path: Gotterdamerung.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    You cloak yourself in deception, hiding the presence of your soul in a cloak of lies.
    When you use this invocation select an alignment and whether to radiate a strong or weak aura. Any magical attempt to discern your alignment reveals your alignment to be the selected alignment and if you select a strong aura you radiate an aura as a cleric of a properly aligned deity of your character level and if you choose a weak aura you radiate an aura as if any normal creature of that alignment with your hit dice. If a magical effect is used against you that would detect your lies or force you to speak the truth it fails against you and does not detect your lies or force you to speak only the truth. Even attempts to read your thoughts can backfire as if you succeed a Will save against an effect such as Detect Thoughts or another similar effect you may choose whether to seem to have succeeded normally or whether to send back thoughts of your own choosing while seeming to have failed the safe.

    Deceleration
    Effective Level: 1st
    School: Transmutation.
    Path: Time.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 minute/caster level.
    Saving Throw: Reflex partial.
    Spell Resistance: Yes.
    Truename: No.
    You warp space time around the target creating drag on their movements and slowing them down.
    The target's speed with all movement modes is halved. If they have a fly speed with a maneuverability of less than perfect it is reduced by one grade (to a minimum of clumsy). A successful Reflex save reduces the duration of this invocation to 1 round.

    Deja Vu
    Effective Level: 1st
    School: Enchantment (Mind-Affecting).
    Path: Time.
    Casting Time: Standard action.
    Range: Medium.
    Target: 1 creature.
    Duration: 1 round.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    In the end future and past are one and the same. Your word calls the mental patterns of the past back to super-impose them over the mind of the target forcing it to act in accords with how it did before.
    Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
    Truename Effect: This invocation's duration is increased to 2 rounds. The target is allowed a second Will save on the second round.

    Dweller Amongst Those which Came Before
    Effective Level: 2nd.
    School: Transmutation.
    Path: Cosmic.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    Calling upon the ancient powers of the aboleths which predate the gods themselves you cause your body to shift, fins and gills sprouting, as your legs shift becoming more bow legged, and your body becomes more streamlined as it warps to better swim through the dark depths.
    Your land speed, including all modifiers, is halved for the duration of this effect, but you gain a swim speed equal to what your land speed was before this effect, and the ability to breathe water as if it were air. While under the effects of this spell your body is more streamlined and fish-like no longer being as adept at movement across land as it is altered to move through water.

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

    First Line of the Book of War
    Effective Level: 2nd
    School: Enchantment (Compulsion) [Mind-Affecting]
    Path: Destruction.
    Casting Time: Standard action.
    Range: Touch.
    Target: 1 willing creature.
    Duration: 1 round +1 round/2 levels (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    Your dreams have shown you the Book of War, the manifestation of all war and conflict. Reading the first words, you fill a creature under your touch with the rage of a hundred warriors making them into a living weapon.
    You place target willing creature into a berserk rage. They gain a +4 morale bonus to Strength and Constitution, suffering a -2 penalty to AC and Will saves for the duration. During this rage they cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. During this rage the target must attack those they perceive as foes to the best of their ability. Should they run out of enemies before this effect expires their rampage continues. They must then attack the nearest creature and fight that opponent without regard to friendship, innocence, or health (the target’s or their own). When this effect ends the target is fatigued for a number of rounds equal to twice the number they were affected by it.
    Truename Effect: The range becomes Close instead of Touch.

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

    Globes Spinning with Destruction
    Effective Level: 1st.
    School: Evocation
    Path: Waste (Malison).
    Casting Time: 1 Swift action
    Range: Personal.
    Effect: 1 fist-sized globe of energy.
    Duration: Indefinite
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.

    When you activate this invocation you create a single small globe of radioactive energy which produces light as a candle. The globe orbits your head, and lasts for as long as you remain conscious or until expended. You may have up to 1 such globe in existence at a time per caster level you possess, and may, as a standard action, cast any number of such globes at targets within 60-ft. Each globe sent towards a target is a ranged touch attack dealing 1d6 radiation damage, although if you send multiple globes at a single target they are treated as one ranged touch attack dealing 1d6 radiation damage per globe sent towards them. A globe that hits a target is destroyed, but any globe that misses returns to you.

    Halting Pox:
    Effective Level: 2nd
    School: Transmutation.
    Path: Plague (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature with a disease.
    Duration: 1 round +1 round per 4 caster levels.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    Truename: Yes.
    Your word calls out a disease within the target, making them break out into horrible pox as their joints swell up and lock momentarily. Pus leaks from their body as pain wracks them.
    You invoke a disease (see spoiler) in the target dealing them 1d6 damage +1d6 damage per two caster levels and causing them to be stunned for one round and suffer a -4 penalty to Dexterity for 1 round per 4 caster levels afterwards. A successful Fortitude save halves the damage, and reduces the stun to a -4 penalty to Dexterity for one round with no ongoing penalty.
    Truename Effect: The invoked disease does not enter remission and may be invoked again either by this invocation or another effect.

    Hemorrhaging Word
    Effective Level: 2nd
    School: Transmutation.
    Path: Destruction (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 living creature.
    Duration: 2 rounds/caster level.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    Truename: Yes.
    Your word of power bursts blood vessels in the target, causing capillaries to burst blood flowing through them internally. Even in plants and oozes their internal structures are shredded, vital essence spilling from them.
    The target takes 1d6 damage per round as their body is shredded internally. Each round the target is allowed a Fortitude save to reduce the damage from that round to 1 point. A creature may only suffer one Hemorrhaging Word at a time.
    Truename Effect: The target is not allowed a saving throw to reduce the damage instead simply taking 1d6 damage per round.

    Horrors Foretold
    Effective Level: 1st
    School: Enchantment (Compulsion) [Mind-affecting].
    Path: Cosmic (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Indefinite.
    Saving Throw: Will ends.
    Spell Resistance: Yes.
    Truename: Yes.
    You bring visions of the ends of days into the mind of your target, showing them the horrors that will pour into reality from beyond time and space. Unfiltered, as your whispers are, these visions threaten to overwhelm their minds and send them into madness.
    The target takes 1d4 Wisdom damage each round. Each round they are allowed a Will save before taking the Wisdom damage for that round. On a successful Will save the effect ends immediately. The effect lasts until the target successfully saves or falls unconscious due to the Wisdom damage.
    Truename Effect: Deals 1d6 Wisdom damage each round instead of 1d4.

    Howl Heard Round the World
    Effective Level: 2nd
    School: Transmutation [Language-Dependent].
    Path: Fimbulwinter.
    Casting Time: 1 full round.
    Range: 1 mile/caster level.
    Target: 1 creature whose name is spoken.
    Duration: Until discharged (when target is reached or maximum range is reached).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    Throwing back your head you release a powerful howl charged with magic. This howl carries only a normal distance to most ears and no words are spoken, but the magic carries it to your target sending words of message to them from miles afar.
    When you use this invocation you speak your target's name and choose a message of up to 20 words + 1 word per caster level. This message travels at a rate of 1 mile per minute until it reaches the target or the maximum duration of the effect. Once it reaches the target it delivers the message to their ears only.
    Truename Effect: The range increases to 100 miles per caster level and the sound travels 1 mile per round instead of per minute.

    Hunger of the Wolf
    Effective Level: 1st.
    School: Transmutation
    Path: Fimbulwinter.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    This word imparts you some of the powers of the wolf, the symbol of the wolf days as the winter falls around the world, casting it into its final frozen night. Your sense of smell sharpens, and you gain the ability to follow scents like the wolf you emulate.
    You gain the scent special quality and the benefits of the track feat. In addition you gain a +6 to Survival checks made to track a creature via scent.
    Truename Effect: You also gain Low-Light Vision if you do not have it already.

    Impede Healing
    Effective Level: 2nd
    School: Necromancy.
    Path: Gotterdamerung.
    Casting Time: Swift action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 hour/caster level.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    The gift of healing is one of the gods' most iconic blessings and with a weave of necromantic energy you sever the target from it completely.
    The target becomes immune to Conjuration (Healing) effects, and cannot regain hit points through any divine spell or Devoted Spirit maneuver, or the spell-like abilities of any servants of the gods. In addition the target loses the ability to cast or use any effect which would restore hit points to themselves or others, including spell completion or spell trigger items; this does not include the Heal skill but does include other extraordinary methods of healing.
    Truename Effect: The target cannot regain hit points in any way and cannot restore the hit points of others even with the heal skill.

    Magic Insight
    Path: Apocalyptic Whispers.
    See Dragon Magic.

    Mend the Wounds of the Past
    Effective Level: 2nd
    School: Transmutation.
    Path: Time.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature or object.
    Duration: Instantaneous.
    Saving Throw: Will negates (harmless).
    Spell Resistance: Yes (harmless).
    Truename: Yes.
    Your word blends the past with the present undoing recent wounds inflicted upon the target, by superimposing their unwounded past self onto their present blending the two together.
    Target creature or object heals 1d10 damage +1d10 damage per 3 casters level. This invocation can only heal a target of damage taken since the beginning of your last turn, any damage taken before this time cannot be healed this way.
    Truename Effect: The target is also healed of 1d6 ability damage dealt to one ability score within the last round and, if taint rules are used, 1 point of taint gained within the last round (this can reduce a creature through a threshold of taint).

    Know the Nature of the Beast:
    Effective Level: 1st.
    School: Divination.
    Path: Apocalyptic Whispers.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You turn your oracular powers towards your potential foes, listening to the whispers of doom to try and cipher out the true natures of your foes.
    You gain a +6 bonus to Sense Motive and to Knowledge checks made to identify creatures or their weaknesses.
    Truename Effect: You may include a creature's personal truename into this invocation, if you do the bonuses from this invocation double on checks made concerning or against it.
    Last edited by Zaydos; 2017-06-08 at 06:54 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  4. - Top - End - #4
    Titan in the Playground
     
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    Default Re: Doomsayer (3.5 Base Class)

    Least Invocations (continued)
    Spoiler: (N-Z)
    Show

    Otherworldly Whispers
    Path: Cosmic
    See Complete Mage.

    Path of the Darkened Blade:
    Effective Level: 2nd.
    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 2nd level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

    Read the Book of Names
    Effective Level: 2nd.
    School: Divination.
    Path: Apocalyptic Whispers.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: Will negates (see below).
    Spell Resistance: No.
    Truename: No.
    You turn your apocalyptic visions to the Book of Names, a symbolic tome that contains the names of all creatures ever born or yet to be born. Your mind's gaze turns to this, finding within the tome any creature who you look upon, telling you their nature and revealing their name to you.
    Whenever you look upon a creature they must make a Will save. If they fail you immediately learn their name and gain a +4 insight bonus to Bluff, Diplomacy, and Sense Motive against them until this invocation ends. If they succeed they are immune to this effect for 1 hour. In addition you gain a +4 bonus on all checks made to research a creature's personal truename if it has ever failed a save against this effect.

    Reaper's Lash
    Effective Level: 2nd.
    School: Necromancy.
    Path: Necrosis (Malison).
    Casting Time: Standard action.
    Range: Close.
    Effect: Whip of deathly energy.
    Duration: Instantaneous and 1 round.
    Saving Throw: Will partial (see below).
    Spell Resistance: Yes.
    Truename: No.
    You call upon the will of death, making a whip to drag a creature into the clutches of death and to end life prolonged eternally. For this purpose you create a long whip made of this deathly will, which lashes out to strike a target.
    As part of this invocation you create a whip of dark energy and make a ranged touch attack roll with it against one creature within its reach (close range). This whip deals 1d6 damage per 2 caster levels (minimum 1d6 damage) to living creatures. It is more powerful against those creatures which resist death's will, dealing 1d6 damage per caster level against undead and deathless and forcing them to make a Will save or be rebuked as if by an evil cleric for 1 round. The whip disappears immediately after use, but benefits from any feats or abilities which affect a whip although it may not be used to disarm or trip creatures.

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

    Rend the Ethers
    Effective Level: 1st.
    School: Conjuration (Teleportation).
    Path: Time (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature
    Duration: Instantaneous.
    Saving Throw: Reflex negates.
    Spell Resistance: Yes.
    Truename: Yes.
    You twist the target's time line, distorting their place in space time destructively. This rend is especially effective against creatures with slow reactions, tearing them more deeply.
    The target receives 1d6 + Caster level damage. If the target has not yet acted in this combat they receive double damage from this effect.
    Truename Effect: If the target fails their saving throw they are rendered flat-footed for 1 round.

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

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

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

    Sickening Word
    Effective Level: 1st.
    School: Necromancy.
    Path: Plague (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 invoke the red ache into the target, causing them to immediately break out with the disease.
    The target immediately contracts the Red Ache if they fail their Fortitude save with an instantaneous incubation period immediately taking its 1d6 Strength damage for the day. If the target already has the red ache they immediately take Strength damage as if they had failed a saving throw against it (even if they are normally able to carry diseases without penalty).
    Truename Effect: You may infect the target with Demon Chill instead of the Red Ache, or cause them to immediately take damage as if they had failed a save against it.

    Sounding Pulse
    Effective Level: 2nd.
    School: Evocation.
    Path: Waste (Malison).
    Casting Time: Standard action.
    Range: 30-ft.
    Area: Cone.
    Duration: Instantaneous.
    Saving Throw: Fort negates.
    Spell Resistance: Yes.
    Truename: No.
    With a word you release a pulse of radiation into the area, feeling how it is reflected and absorbed to find hidden objects within the area.
    This invocation deals 1d6 radiation damage per 2 caster levels (minimum 1d6) to all creatures and objects within the area. In addition you may observe things within the area as if with blindsight for the instant of this effect a single flash of imagery, and may find secret doors in the area as if you had made a Search check gaining a +6 competence bonus to the check.

    Strength from the Fallen:
    Effective Level: 2nd.
    School: Necromancy [Evil].
    Path: Destruction, Necrosis.
    Casting Time: Standard action.
    Range: Touch.
    Target: Touched creature.
    Duration: 1 hour (D)
    Saving Throw: Will negates (harmless).
    Spell Resistance: Yes.
    Truename: No.
    You open the target to the strength of death, allowing them to take succor and draw power from the act of taking a life siphoning away the last life force of a creature to empower themselves.
    Whenever the target kills a living creature (reduces it to -10 hp) with at least 2 max hit points they gain a cumulative +2 enhancement bonus to Strength and regain 1d8 hit points. This enhancement bonus to Strength only lasts 1 minute or until this effect ends (whichever is sooner) and can never exceed 2 or your caster level whichever is higher. You may only have one instance of this invocation active at a time.

    Tumorous Sensor
    Effective Level: 2nd.
    School: Transmutation.
    Path: Cosmic.
    Casting Time: Standard action.
    Range: Touch.
    Target: Touched willing or unconscious creature.
    Duration: Permanent (D)
    Saving Throw: No.
    Spell Resistance: Yes.
    Truename: Yes.
    You call upon a dread being from beyond time and space, instilling into the target a mixture of yours and this being's life forces forming a new growth within the target. This life force manifests within the target as fist sized tumor which taps into their nerves transmitting to you all things they see or hear.
    When you use this invocation you instill a large (approximately base-ball or fist sized) tumor-like growth in a willing or helpless target. This tumor can be removed through surgery (a DC 20 Heal check dealing 2d6 damage to the target), a Remove Disease spell, by being dispelled, or by being dismissed by you (a standard action on your part). As long as the target bears this tumor and is on the same plane as you, you may concentrate upon it (as a standard action) to tap into the target’s senses viewing all things as the target currently is (gaining access to all their senses even those from magical or supernatural effects). You may have up to twice your Charisma modifier in tumorous sensors at a time (minimum of 2); if your Charisma is reduced after creating a tumorous sensor the excess ones are not lost.
    Truename Effect: The tumorous sensor does not count against your limit.

    Utterance of Prey's Dread
    Effective Level: 2nd.
    School: Necromancy [Fear].
    Path: Fimbulwinter.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature you have damaged in the last round.
    Duration: 1 round/caster level
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes
    With a word you invoke the fear of the stag before the wolves. The mindless, senseless fear of driven prey fleeing from certain death.
    You may only use this invocation to target a creature you have damaged since the beginning of your last turn. The target is frightened for the duration of the effect.
    Truename Effect: If you incorporate the personal truename of a creature you have damaged since the beginning of your last turn you may affect it as well as your regular target; this additional creature must be within the range of this effect.

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

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

    Wasting Word
    Effective Level: 1st.
    School: Evocation.
    Path: Waste (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 living creature.
    Duration: Permanent.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    Truename: No.
    With a word you call a blast of radioactive energy down upon the target, inflicting a wasting upon them.
    The target takes 1d6 + Caster level radiation damage and suffers 1d4 Constitution damage each day until the effect is dispelled. The first instance of this damage is 1 hour after you use this effect. A successful Fortitude save halves the damage and ends the effect immediately.

    Whisper of Winter
    Effective Level: 1st.
    School: Evocation.
    Path: Fimbulwinter (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: No.
    You call upon the last winter, its powers and influence wrapping around the target eating away at their mind and body.
    The target takes 1d6 + caster level cold damage and 2 Wisdom damage.

    Winter Hunter
    Effective Level: 2nd.
    School: Transmutation.
    Path: Fimbulwinter.
    Casting Time: Standard action.
    Range: Personal.
    Target: You
    Duration: 24 hours
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    Your body becomes adapted to the winter which will come, moving across the surface of the snow with a horrible speed and mobility.
    You gain a +10-ft enhancement to your speed, and you may move perfectly well over snow and ice (as well as any produced by one of your invocations, spells, spell-like abilities, or supernatural abilities) without slowing or needing to make Balance checks. In addition you may climb across ice or ice covered as if under the effects of a Spider-Climb spell. These benefits apply even when encountering magically manipulated ice such as that created by the Freezing Fog spell preventing you from slipping upon it or being slowed by it.

    Word of Momentary Disruption
    Effective Level: 2nd.
    School: Transmutation.
    Path: Time.
    Casting Time: Standard action.
    Range: Medium.
    Target: 20-ft radius burst.
    Duration: 1 round.
    Saving Throw: Reflex negates.
    Spell Resistance: Yes.
    Truename: No.
    You disrupt time for a moment leaving creatures, and even spells, within the area disoriented.
    Creatures within the area are rendered flat-footed, and cannot ready actions or take readied actions. Contingent spells cannot trigger for the duration as well. A successful Reflex save negates all these effects.

    Word of Respite
    Effective Level: 1st.
    School: Necromancy.
    Path: Necrosis (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you bring your target towards the final respite from life which is death, striking directly at the life force tethering them to the world.
    The target receives 1d6 + Caster Level damage, this damage is doubled if they are at less than half health. A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.
    Truename Effect: The target takes double damage; this results in a total of triple damage if they are at less than half health.

    Word of Revealing
    Effective Level: 1st.
    School: Divination.
    Path: Apocalyptic Whispers.
    Casting Time: Move action.
    Range: Personal.
    Target: You.
    Duration: 1 round.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    With a word you grant your eyes some of the clarity of your mental visions of the end which is to be allowing them to penetrate a variety of impediments which would stop a normal human.
    You gain Low-Light Vision, Darkvision 60-ft, the ability to see in magical darkness as if it were normal darkness, and the ability to see invisible and ethereal creatures and objects as if under the effects of a See Invisibility spell.

    Last edited by Zaydos; 2016-02-05 at 02:11 AM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  5. - Top - End - #5
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
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    Erutnevda

    Default Re: Doomsayer (3.5 Base Class)

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

    Breath of Ice
    Effective Level: 4th.
    School: Evocation [Cold].
    Path: Fimbulwinter (Malison).
    Casting Time: Standard action.
    Range: 30-ft.
    Area: Cone.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: No.
    You form a word of absolute chill, breathing forth the cold created in a torrent of ice and chill.
    You create a gust of strong wind (25 mph) in the area dealing 1d8 cold damage/2 caster levels to everything in the area, in addition to having the normal effects of such a wind (disperses Fog Cloud, forces a DC 10 Fortitude save for Tiny or smaller creatures to avoid being knocked down). As the wind is instantaneous it has no effect on ranged attacks.

    Cast through Time
    Effective Level: 4th.
    School: Conjuration (Teleportation).
    Path: Time.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature or object.
    Duration: 1 round/caster level.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    You disrupt the target's connection to the time stream sending them spiraling wildly into the near future.
    The subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all (and the duration of other effects upon them does not pass during this effect).

    In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a Wisdom check DC 13 + your Charisma modifier. Success allows the subject to return. The subject can act normally on its next turn after this power ends.

    If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

    Truename Effect: The target's flight through time is disjointed pieces of their consciousness filtering in slowly. As such they suffer 1 point of Wisdom damage for every 2 rounds they were sent into the future by this effect.

    Charm
    Path: Gotterdamerung.
    See Complete Arcane

    Command of Fleeting Hours:
    Effective Level: 4th.
    School: Transmutation.
    Path: Time.
    Casting Time: Standard action.
    Range: Medium.
    Target: 1 creature.
    Duration: 1 round/5 caster levels.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    You wrap time around the target's line of life, causing violent action on their part to manifest across their body as open cuts, wounds, and sudden wracking pain.
    Whenever the target takes a non-free action while under this effect they take damage. Each Move action they take inflicts 2d6 damage, each standard 4d6, each full action (such as Run, or Withdraw, or Charge, or Full Attack) inflicts 6d6, each action taking 1 full round (such as Sleep or Summon Monster) inflicts 8d6, each Swift action 3d6, and each immediate action 5d6. Taking a readied action deals damage for the type of action readied, and readying an action deals damage as taking a standard action.

    This temporal bleed does not stop during apparent time such as that created by Time Stop or Temporal Acceleration continuing to inflict damage during the durations of such effects but such apparent time does not count against its own duration; meaning that casting Time Stop while under this effect effectively adds 1d4+1 rounds to its duration.

    Truename Effect: The duration is doubled.

    Command of Invisible Death
    Effective Level: 4th
    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 wasting force into the target which seems to emanate from it causing death in all those nearby it.
    The target takes 2d6 radiation damage 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.

    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 (spell resistance applies). 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: All damage dealt is increased by +1 per die. In addition it requires 2 successful Fortitude saves (non-consecutive) to end the effect.

    Contagious Word
    Effective Level: 4th
    School: Necromancy.
    Path: Plague (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Fortitude negates.
    Spell Resistance: Yes.
    Truename: Yes.
    Your word calls to one of the plagues and pestilences which will sweep the world, leaving death and suffering in their wake strong enough to impact time itself. Even though merely a shadow of the great plagues of the end days a disease takes root in the target.
    This functions as contagion except as noted here.
    Truename Effect: The disease is more potent inflicting +2 ability damage each time it strikes. This potency is not applied to creatures which contract the disease from the original target.

    Cursed Lands
    Effective Level: 4th
    School: Evocation [Evil].
    Path: Waste (Taint).
    Casting Time: 1 minute.
    Range: 120-ft.
    Area: 120-ft radius centered on you.
    Duration: Permanent.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You invoke corrupt energies which mutate anything which remains overly long in the area, creating an area of twisted life and desolate waste.
    The area becomes tainted by accursed energies. Any creature other than the creator entering an area under this effect must make a Fortitude save or gain 1 point of Corruption and they must make another such save every 24 hours spent within an affected area. This effect can only be dispelled or removed at the center of the effect. If the areas of multiple uses of this invocation overlap the areas merge, their center becoming the new central point of the tainted region, the saving throw DC becoming the higher of the two effects’, and the caster level for the effect becoming the higher of the two as well; any character which has contributed to this gestalt spell effect either increasing its area, increasing its save DC or increasing its CL is considered its creator for the purposes of immunity.
    Truename Effect: If you include a creature's personal truename into this invocation they gain immunity to its effects as if they were its creator as well. This is not retained in a gestalt effect unless the effect is tied for or the highest for both save DC and CL in the gestalt. A doomsayer could, however, give all their allies immunity by creating a large enough corrupted lands (which isn't all that large for less than massive armies) which includes a different truename in each casting.

    The Dead Walk
    Path:
    Necrosis
    See Complete Arcane

    Devastation Follows in my Wake:
    Effective Level: 4th
    School: Evocation [Fire, Sonic].
    Path: Destruction (Malison, Modal).
    Casting Time: Standard action.
    Range: Special
    Area: Everywhere you've been in the last hour or everywhere you've been in the last day.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: No.
    Your soul resonates with the end of days, your very footsteps leaving behind a fell resonance with the powers of the end. With a word you trigger this resonant burning it across the land creating a wake of destruction which follows your actions.
    This invocation has two modes.

    In the first mode every square you have entered (at the height in which you have entered them and only at it) within the last hour, except the square(s) you are in currently, suddenly burst into flames with a loud explosion dealing 1d6 damage per two caster levels. Half of this damage is fire damage (and resisted as such), the other half is sonic damage (and resisted as such). Once a square has been set off with this invocation it will not go off in the same mode of this invocation until you have re-entered that square, although it will still function for the other mode.

    In the second mode every square you have entered (at the height in which you have entered them and only at it) within the last day, except the square(s) you are in currently, suddenly burst into flames with a loud explosion dealing 1d6 damage per two caster levels. Half of this damage is fire damage (and resisted as such), the other half is sonic damage (and resisted as such). Once a square has been set off with this invocation it will not go off in the same mode of this invocation until you have re-entered that square, although it will still function for the other mode.

    Devour Faith:
    Effective Level: 4th
    School: Necromancy/Transmutation [Evil].
    Path: Gotterdamerung (Malison).
    Casting Time: Standard action.
    Range: Medium
    Target: 1 creature
    Duration: See below.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    Your magic taps into the faith of the target siphoning away both their faith and life force feeding upon it.
    Target creature receives 1 negative level or 1d4 negative levels if it is good aligned or a servant of the gods. These negative levels remain for 1 hour or until dispelled. You gain an enhancement bonus to Charisma equal to two times the number of negative levels inflicted on the target for 10 minutes or until dispelled.
    Truename Effect: The target is considered a servant of the gods even if they are not, and if they are normally a servant of the gods then they lose twice the normal number of spells due to the negative levels inflicted by this invocation.

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

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

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

    Devouring Void:
    Effective Level: 4th
    School: Abjuration/Evocation [Force].
    Path: Gotterdamerung (Malison).
    Casting Time: Standard action.
    Range: Medium
    Target: 1 creature
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    Truename: Yes.
    You invoke spiritual and physical vacuum cutting through the target and the spiritual powers which fuel them.
    The target takes 1d6 force damage per 2 caster levels you possess, a successful Will save halves this damage. In addition it functions like a targeted dispel magic on the target but has no maximum caster level bonus to its dispel checks and may only dispel divine spell effects.
    Truename Effect: You may dispel any spell effect on the target, not just divine ones.

    Dread Mutation
    Effective Level: 3rd
    School: Transmutation.
    Path: Waste.
    Casting Time: Standard action.
    Range: Close
    Target: 1 creature
    Duration: 1 minute/caster level.
    Saving Throw: Fort negates.
    Spell Resistance: Yes.
    Truename: Yes.
    You infuse the target with radiation causing them to grow in size and strength.
    The target takes 4d6 radiation damage and they and all gear they are carrying grow one size category gaining a +4 size bonus to Strength. In addition any natural weapons the target possesses deal +1d4 radiation damage.
    Truename Effect: The target's natural weapons deal +2d4 radiation damage instead of +1d4.

    Fangs of the Mad Wolf
    Effective Level: 4th.
    School: Transmutation.
    Path: Fimbulwinter.
    Casting Time: Standard action.
    Range: Personal.
    Target: You
    Duration: 24 hours
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    You call upon the manifestation of ice and night, taking on an aspect of its power. Your face stretches out, as you grow a wolf-like muzzle filled with terrible teeth and the icy chill of the deepest winter.
    You gain a bite attack as either a primary or secondary natural weapon. It deals 1d6 damage + Strength as appropriate for type of natural weapon it is used as (1.5 x Str if only natural weapon, Str if primary natural weapon used with additional natural weapons, 0.5 x Str if used as a secondary natural weapon such as when used with a manufactured weapon); this damage is affected by your size being 1d4 if small and 1d8 if large. In addition your bite attack deals 1d6 cold damage per 2 caster levels you possess and 1 Wisdom damage per hit, a successful Will save (same DC as this invocation would have) negating this Wisdom damage.

    Footsteps which Shake the World
    Effective Level: 4th
    School: Evocation [Earth].
    Path: Destruction.
    Casting Time: Standard action.
    Range: Special
    Area: Special.
    Duration: Instantaneous.
    Saving Throw: Reflex negates.
    Spell Resistance: No.
    Truename: No.
    You invoke the power of the final days, letting it flood into you, charging forward letting your every footstep shake the world beneath you.
    As part of this invocation you move up to your land (or climb) speed as if you had taken a move action. Your steps shake the ground, causing any creature touching the surface you move across that you are adjacent to during any part of this movement (including the beginning or the end) to be forced to make a Reflex save or fall to the ground prone; a climbing creature potentially takes damage if they fall far enough. Moving out of a square adjacent to a target as part of this movement does not provoke attacks of opportunity, but other movement does. In addition any square you enter or leave as part of this movement becomes difficult terrain as the ground cracks and becomes uneven.

    Gaze Melting Blast
    Effective Level: 3rd
    School: Evocation [Light].
    Path: Waste.
    Casting Time: Standard action.
    Range: Medium
    Area: 15-ft radius.
    Duration: 1 round/caster level.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: No.
    With a word you create a nuclear flash of light, bright enough to sear the retina and blind all those within the area.
    This invocation creates a blinding flash of light. Any creature in the area when this invocation is used is blinded for the duration. A successful Will save causes them to be dazzled instead.

    Guidance of the Preordained Path
    Effective Level: 3rd.
    School: Divination.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    You turn your oracular whispers to your own fate. Momentary flashes of the immediately future show you the proper way to perform a variety of tasks, whispering the right word into your ear, and the information you need.
    You gain an insight bonus to all skill checks equal to 2 plus 1/2 your Charisma modifier. This prescient guidance comes at a cost, the stream of information leaving your reaction speed a little dulled giving you a -2 penalty to Initiative checks.

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

    Inevitable Demise
    Effective Level: 4th.
    School: Necromancy.
    Path: Necrosis (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 round/caster level.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you invoke a curse upon your target siphoning their life into the shadows of the underworld, sapping them of their strength.
    The target takes 1d6 damage and suffers 2 points of Strength damage each round. They are allowed a Fortitude save each round to negate the Strength damage for that round. Once the target has made three successful Fortitude saves they no longer suffer this Strength damage. A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.
    Truename Effect: The target is not allowed a Fortitude save against this effect until the first three rounds have passed.

    Instill Mutation
    Effective Level: 4th.
    School: Evocation [Evil].
    Path: Waste (Taint).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 day/caster level.
    Saving Throw: Fort negates.
    Spell Resistance: Yes.
    Truename: No.
    The weapons of the Last War twisted the shape of men, leaving them corrupt and tainted. You call upon these weapons, implanting some of their dread power within a creature. This power corrupts the creature from the inside out, twisting all those who spend too long near them.
    The target immediately gains 1d4 Corruption; this corruption gain can never cause the target to be nauseated or sickened due to corruption gain even if it is higher than the target's Constitution modifier. In addition a mutation causing force is instilled into the target. This force causes the target to radiate an aura of corrupting taint. The target gains an aura of evil as a cleric of their hit dice regardless of their actual alignment, and each day must make a Fort save (with this spell's DC) or take 1 further point of corruption. Any creature that spends at least 10 minutes within 60-ft of the target during a day, or which bites the target or otherwise consumes part of them, must also make a Fortitude save or gain 1 point of corruption (no creature can gain more than 1 corruption during a day due to this effect). This invocation cannot be dispelled by Dispel Magic, although a Remove Curse will remove the effect, and is warded against detection requiring a Spellcraft check (DC 15 + your CL) to detect.

    Lifesense

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

    Madness Comes for All
    Effective Level: 4th.
    School: Enchantment (Compulsion) [Mind-affecting].
    Path: Cosmic (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 round.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: Yes.
    Your words invoke the inevitable, forcing upon your target revelations of what is to come. While it is only a flash, soon forgotten, it is enough to tear the psyche and drive the target mad for a time.
    The target takes 1d4 damage per 2 caster levels and is confused as the spell confusion for 1 round. A successful Will save halves the damage and negates the confusion effect.
    Truename Effect: A result of 11-20 on their confusion roll causes the target to babble incoherently doing nothing instead of acting normally
    Last edited by Zaydos; 2014-09-06 at 06:00 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Doomsayer (3.5 Base Class)

    Lesser Invocations (continued)

    Spoiler: (N-Z)
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    Necromancer's Call
    Effective Level: 3rd.
    School: Necromancy [Language-Dependent].
    Path: Necrosis.
    Casting Time: 1 minute.
    Range: Close.
    Target: 1 dead creature.
    Duration: 1 minute/level.
    Saving Throw: Will negates; see Speak with Dead.
    Spell Resistance: No.
    Truename: Yes.
    Your powers extend through the gates of death, drawing forth a shade of the target. Binding it with words of power you force the entity to speak with you, interrogating the spirit to gain information from the dead.
    This functions as Speak with Dead except as noted here. It casting time is shorter, and range greater, and you may question a corpse that has no mouth (although as normal if damaged its answers may be partial or partially incorrect) and this effect may be used on a corpse that has been turned into an undead creature which has subsequently been destroyed or otherwise returned to a state of true death.
    Truename Effect: The corpse gives answers as if it were fully intact regardless of any damage it may have received, and if its alignment differs from yours it must make a Will save for each question instead of a single saving throw. If it succeeds on a Will save a functionally identical question is automatically saved against.

    Path of the Blackened Blade:
    Effective Level: 4th.
    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 4th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

    Phantom out of Time
    Effective Level: 4th.
    School: Conjuration (Summoning).
    Path: Time.
    Casting Time: Standard action.
    Range: Close.
    Effect: 1 temporal phantom.
    Duration: 1 round/level (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    Every creature leaves shadows in time. With a word you pull forth one such shadow of a nearby creature and bind it to your will.
    When you use this invocation it creates a temporal phantom duplicating a creature within range. The phantom appears adjacent to the creature and within range of this effect. This phantom moves as you command and may threaten creatures (allowing it to flank) and make attacks of opportunities as normal for the copied creature, but may otherwise only take move actions. It is a swift action (performable no more than once per round) to cause it to spend one or both move actions it possesses. The phantom is completely insubstantial when not attacking, and it is possible to pass through its square and it cannot be damaged or affected by attacks, although it is considered an extraplanar creature and may be dispelled or banished as a summon creature. You cannot create a temporal phantom to duplicate a creature currently protected by a Protection from Evil spell or similar effect, and you may only have 1 temporal phantom extent at a time.

    Plague Burst
    Effective Level: 4th.
    School: Transmutation.
    Path: Plague (Malison).
    Casting Time: Standard action.
    Range: Medium.
    Target: 1 creature.
    Area: 10-ft radius around target.
    Duration: Instantaneous.
    Saving Throw: Fortitude partial.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you cause a disease in the target to rupture and burst, spilling forth as a wave of debilitating acid.
    You invoke a disease in the target, causing it to pour forth from them as acid. The target takes 1d6 acid damage per caster level and is nauseated for 1 round. A successful Fortitude save halves this damage and reduces the effect from nauseated to sickened. Acid pours forth from the target washing over any creature within 10-ft of it. If the target failed its save each creature within the area other than the target takes 1d6 acid damage per caster level and is nauseated for 1 round and may make a Fortitude save to half this damage and reduces the effect from nauseated to sickened. If the initial target succeeded its save each creature within the area takes 1d6 acid damage per 2 caster levels and is sickened for 1 round and may make a Fortitude save to negate this damage and the sickened condition.
    Truename Effect: The initial target gets no Fortitude save, suffers no damage and is neither sickened nor nauseated.

    Planar Exile
    Effective Level: 4th.
    School: Abjuration
    Path: Gotterdamerung
    Casting Time: Standard action.
    Range: Close
    Target: 1 creature.
    Duration: Instantaneous (see below).
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    You speak a word of banishment which seal the children of the gods back into the hells and heavens they crawled forth from. With it you banish a being sending them hurtling back to their world of origin.
    This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away sending it to a random location on its plane of origin. A creature banished by this effect is recognized by reality and for 1 week if it tries to leave its native plane (even by a free standing portal or spell) it is instead teleported to a random location on its native plane; this effect is only loosely tied to the creature and cannot be dispelled or detected by Detect Magic and similar effects, but can be disjoined with Mage's Disjunction.
    Truename Effect: The target loses its memory during its week long exile if it fails its Will save; unlike the banishing effect this can be detected and dispelled.

    Pulse of Death:
    Effective Level: 4th.
    School: Necromancy.
    Path: Necrosis (Malison).
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 creature/2 caster levels.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    Truename: No.
    You release a pulse of negative energy striking at your foes, or perhaps friends.
    This invocation deals 1d6 negative energy damage per 2 caster levels to each target. If a target is healed by negative energy they are instead healed 1 hit point per die of damage this invocation would normally deal.

    Second Line from the Book of War
    Effective Level: 4th.
    School: Enchantment (Compulsion) [Mind-affecting].
    Path: Destruction.
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 creature.
    Duration: 1 round/2 caster levels (D).
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you fill the target with mindless rage, causing them to senselessly attack anything nearby them striking with neither consideration nor thought.
    The target is enraged gaining a +4 bonus to Strength, a -2 penalty to AC, and -2 to Will saves. During this rage they cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. During this rage the target must attack the nearest creature and fight that opponent without regard to friendship, innocence, or health (the target’s or their own) to the best of its ability dealing lethal damage if possible.
    Truename Effect: The target will ignore you in favor of other creatures as long as there are other creatures within line of sight which they can attack that round.

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

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

    Truename Effect: The duration becomes 1 day.

    Seed of Madness
    Effective Level: 4th.
    School: Enchantment [Mind-affecting, Evil].
    Path: Cosmic (Taint).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 day/caster level.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: No.
    You call out the name of a spirit living beyond time and space, a creature with no physical form, less tangible than eve a ghost or shadow. You plant it into the target, letting its psychic influence seep through them and alter them, causing them to slowly descend in a spiral of madness.
    The target immediately gains 1d4 Depravity; this depravity gain can never cause the target to be stunned or dazed due to depravity gain even if it is higher than the target's Wisdom modifier. In addition a maddening force is implanted into the target. This force causes the target to radiate an aura of insanity inducing taint. The target gains an aura of evil as a cleric of their hit dice regardless of their actual alignment, and each day must make a Will save (with this spell's DC) or take 1 further point of depravity. Any creature that interacts with the creature (talking to it, walking with them, fighting them, not merely walking past them) during a day, or which makes mental contact with the target (telepathy, scry, or a mind-affecting spell), must also make a Will save or gain 1 point of depravity (no creature can gain more than 1 depravity during a day due to this effect). This invocation cannot be dispelled by Dispel Magic, although a Remove Curse will remove the effect, and is warded against detection requiring a Spellcraft check (DC 15 + your CL) to detect.

    Step of Desolation
    Effective Level: 4th.
    School: Conjuration (Teleportation).
    Path: Waste.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    You speak a word of the wastelands, stepping into the sand and dust only to reappear from another distant part of the waste; for in the unending wasteland all places are one.
    You may only activate this invocation in a wasteland, desert, or other place of desolation in which natural life is hard (as determined by the DM). This area must extend at least 300-ft from you in all directions. When you use this invocation you teleport up to 1 mile per caster level to another area of desolation of at least 300-ft in radius. This invocation cannot transport you less than 600-ft. If there is no place of desolation at your intended location you are instead transported to the nearest legal location to your intended location between your current one and the intended one within range.

    Step of Virulence
    Effective Level: 4th.
    School: Conjuration (Teleportation).
    Path: Waste.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You merge yourself with the soul of plague, entering a diseased vessel only to appear out from another distant creature bearing the same disease.
    You enter into the body of a creature adjacent to you which is infected with a disease originating from one of your invocations (even if they were infected indirectly) and appear out from another such creature with the same disease within a range of 1 mile per caster level. When you enter into a creature you instantly become aware of all creatures with the same disease within range. If there are none, or none you wish to emerge from, then you may choose to re-emerge from the creature you initially entered.
    Truename Effect: You may include the name of a creature you have infected with the same disease as the creature which you enter. If you do so you may re-emerge from the named creature even if they are outside of this invocation's normal range as long as they are within 100 miles per caster level.

    Sustaining Plague:
    Effective Level: 3rd.
    School: Necromancy.
    Path: Plague.
    Casting Time: Standard action.
    Range: Touch.
    Target: Creature touched.
    Duration: 1 day/caster level (D).
    Saving Throw: Fortitude negates (harmless).
    Spell Resistance: Yes (harmless).
    Truename: No.
    Your word stirs vital energies within the target's body causing it to bind with diseases running through it. This binding allows the creature's body to draw sustenance from disease removing their need to sleep, eat, drink, and even breathe.
    As long as the target creature is infected with at least one disease (even if merely acting as a carrier) they do not need to eat. As long as they are infected with at least two diseases they do not need to drink. As long as they are infected with at least three diseases they do not need to breathe. In addition they require 2 less hours of sleep (or trancing) per disease they are infected with.

    Tainted Fuel:
    Effective Level: 5th.
    School: Transmutation.
    Path: Waste.
    Casting Time: 1 or more full round actions.
    Range: Touch.
    Target: Creature touched.
    Duration: Special.
    Saving Throw: Fortitude negates (harmless).
    Spell Resistance: Yes (harmless).
    Truename: No.
    You draw the taint of evil from the target's body, pulling it into yourself and burning it as energy to fuel yourself, emitting a dangerous green glow when you do so.
    You may cast this invocation over the course of multiple rounds, you must touch the target creature throughout the entire casting of this invocation. For each full round spent casting this invocation you can remove 1 point of taint from the target per 6 caster levels you possess. Taint removed from a target in this way can be any combination of Corruption and Depravity but cannot bring them below Severe taint if they have Severe taint, and cannot lower their taint score a category unless it was pushed into that category within the last 24 hours; you also may not remove taint from a creature with a fixed taint score (such as undead and evil subtype outsiders). You turn this taint into your own power immediately healing 2d8 hit points per point of taint removed, and gain the following benefits and effects for 1 minute per point of taint removed: Fast Healing equal to the amount of taint removed (up to half your caster level), a profane bonus to Strength and Constitution equal to the taint removed (up to one half your caster level), you radiate light as a Daylight spell except the light is green in color, and show up as an evil cleric or outsider of your character level under the effects of a Detect Evil spell or other magical effect which reveals alignment (if the effect directly reveals alignment it reveals your moral alignment to be Evil regardless of your actual alignment). Any creature which spends a minute within this light must make a Fortitude save (DC for this spell) or contract radiation sickness (incubation period 1 day); they must repeat this save for each minute they remain within the light.

    Temporal Bleed
    Effective Level: 4th.
    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 10 minutes. The duration of all effects within the area are reduced by 10 minutes. If this is an effect with a limited number of rounds per day it immediately expends 100 round (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).

    Tendril of the Mind
    Effective Level: 4th.
    School: Enchantment [Mind-affecting]
    Path: Cosmic.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature
    Duration: Instantaneous.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: Yes.
    Your mind stretches out in a dangerous lash of mental force, penetrating into the target's mind and rending into it as it draws forth from their mind their thoughts.
    The target takes 1d4 Charisma damage per 4 caster levels you possess (to a maximum of 4d4) and you may read the target's mind as if with the 3rd round of a detect thoughts spell. A successful Will save halves the Charisma damage and prevents the thought reading effect.
    Truename Effect: The target is also dazed for 1 round if they fail their Will save.

    Third Line from the Book of War
    Effective Level: 4th.
    School: Evocation.
    Path: Destruction.
    Casting Time: Swift action.
    Range: Personal.
    Target: You.
    Duration: 1 round.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    You recite the third line of the book of war, invoking the power of warriors long dead and not yet born letting their power fill you with strength and their skill guide your hands.
    You gain a +1 to melee attack rolls per 5 caster levels and you gain a +2 enhancement bonus to Strength +2 per 6 caster levels you possess. This increase to your base attack bonus only applies to melee attacks, gaining no bonus when making ranged attacks. While this invocation is active you may not use invocations, spell-like abilities, cast spells, activate spell trigger or spell completion items or perform other actions which require concentration.

    Unrelenting Force
    Effective Level: 4th.
    School: Evocation [Force].
    Path: Destructio (Malison)
    Casting Time: Standard action.
    Range: 30-ft.
    Area: Cone.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: No.
    You words create a cascade of force blasting into your foes and pushing them back.
    You create a cone of force dealing 1d6 damage per 2 caster levels to all creatures and objects within the area. In addition any creatures, or objects not attached to creatures or the ground, which fail their Reflex saves are pushed 5-ft per 4 caster levels (up to 5-ft outside of the cone) straight away from you or until they strike another object (creatures in back are moved first).

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

    Unweave Magic
    Effective Level: 3rd.
    School: Abjuration.
    Path: Gotterdamerung.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature or spell effect.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    Your word severs magic, cutting through the powers of the gods.
    This invocation functions as a targeted dispel magic except it has no caster level limit to your dispel check and you gain a +4 bonus on dispel checks to undo effects created by servants of the gods.

    Unwinding Word
    Effective Level: 4th.
    School: Conjuration (Teleportation).
    Path: Time (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: Yes.
    Your word blends the past and present, superimposing the spatial coordinates of the target from moments earlier over their current temporal coordinates. This shift isn't homogenous, some parts moving before others ripping chunks of flesh from the target.
    This invocation rips the target out of their current space, sending them back to where they were previously. The target takes 1d6 damage per two caster levels and is teleported back to where the started their last turn; this teleportation and effect is prevented if the target's current location is unable to be teleported out of or if the target is dimensionally anchored but wards around the location they began in have no effect. If the square the creature started its last turn in is now occupied both the target and whatever creature or object is occupying its previous square take 1d6 damage (ignore hardness and SR of occupying creature/object) and the target is shunted into the nearest unoccupied space. A successful Will save halves the damage and negates the teleportation effect.
    Truename Effect: You may either choose not to deal damage or warp the target back to the square they were in 2 rounds previously.

    Whispers of Personal Doom:
    Effective Level: 4th.
    School: Divination.
    Path: Apocalyptic Whispers.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    Long have you peered into the fate of the world, and your eyes have grown accustom to doom. With a word you shift your focus towards your own doom and the dangers around you, weaving around them to avoid their threads.
    You gain +2 +1/4th your caster level as an Insight bonus to AC.

    Whispering Madness:
    Effective Level: 3rd.
    School: Enchantment (see below).
    Path: Cosmic.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours or until expended.
    Saving Throw: No (see below).
    Spell Resistance: No (see below).
    Truename: No.
    Your mind becomes more like one of the cyclopean minds beyond time and space, reaching out beyond your fleshy sphere brushing against and reaching out to the minds of those nearby, threatening to whisper compelling commands into their ears.
    You gain telepathy with a range of 100-ft. In addition you may end this effect prematurely as a standard action to give one creature within telepathy range a suggestion as the spell except as listed here. This effect is purely telepathic and not language-dependent, and lasts only 1 round per caster level (Will save and Spell Resistance still apply).

    Wither Plants
    Effective Level: 4th.
    School: Necromancy.
    Path: Necrosis, Waste (Modal).
    Casting Time: Standard action.
    Range: Long or 1 mile or Medium.
    Area or Target: 100-ft radius or 1/2 mile radius or 1 plant.
    Duration: Instantaneous.
    Saving Throw: No or No or Fort halves.
    Spell Resistance: No or No or Yes.
    Truename: No.
    You utter a curse which sweep across the land blighting it. Infusing death and waste into the land you cause plants in the region to die, and shrivel away, or simply stop growing.
    This spell has three modes:
    In the first you cause normal vegetation within the area (100-ft radius within long range) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
    In the second it targets plants within the area causing all normal plants within the region to stop growing for 1 year.
    In the third it targets a single plant within close range. If it is a normal plant it dies instantly. A plant creature takes 1d6 damage per caster level with a Fortitude save for half.

    Word of Congealed Time
    Effective Level: 4th.
    School: Transmutation.
    Path: Time.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature/level no two of which can be more than 30-ft apart.
    Duration: 1 round/level.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: No.
    Your word solidifies time around your enemies, rendering their actions slow and halting as they move through the thickened time.
    This functions as the spell Slow heightened to 4th level.

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

    Word of Draining
    Effective Level: 4th.
    School: Necromancy.
    Path: Necrosis (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 hour (see below).
    Saving Throw: Fort negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you siphon the target’s life force into yourself, momentarily bolstering yourself even as they begin to weaken.
    The target suffers 2 negative levels which fade at the end of this spell's duration, and you gain 10 temporary hit points which also fade after 1 hour. If the target makes a successful save you do not gain these temporary hit points. This is a negative energy effect and has no effect on Constructs and if used on an undead creature grants them 10 temporary hit points for 10 minutes and inflicts 2 negative levels on your self for 1 minute.
    Truename Effect: The target suffers 4 negative levels and you gain 20 temporary hit points. A successful Fortitude save no longer negates this effect but only halves it (reducing it to 2 negative levels and 10 temporary hit points).

    Word of Liege-Binding
    Effective Level: 4th.
    School: Enchantment (Compulsion) [Mind-affecting].
    Path: Gotterdamerung.
    Casting Time: Standard action.
    Range: Touch.
    Target: 1 willing creature.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    Your word binds the creature to you, warding them against the control of overs.
    You lay a dormant compulsion effect on the willing target, a personal mark of your own (similar to an arcane mark except always visible) appearing on the target for the duration of this effect. This effect has no affect until the target falls under another charm or compulsion effect. At that time this compulsion triggers acting as dominate monster (save DCs are still based on this spell's level) upon the target for as long as the other charm or compulsion effect lasts before returning to its dormant state. You gain a +1/3 caster levels bonus to any opposed Charisma check made to control the creature.

    Word of Night's Curse
    Effective Level: 4th.
    School: Necromancy.
    Path: Fimbulwinter.
    Casting Time: Standard action.
    Range: Medium.
    Target: 1 living creature.
    Duration: Permanent (D).
    Saving Throw: Fortitude negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you bring the target into a world of eternal night.
    The target becomes blind. This effect resists simple attempts to dispel it, and cannot be removed with the dispel magic spell. A Remove Blindness/Deafness spell can remove this effect but only if cast by a higher level caster who makes a successful caster level check (DC 16 + your caster level). It can also be removed with Remove Curse, Break Enchantment, or Greater Dispel Magic or other similar effects at least as powerful as Greater Dispel Magic but even these powerful magics require a successful caster level check (DC 16 + your caster level). A single caster may only attempt each spell once. A Mage's Disjunction, Miracle, or Wish effect can automatically remove this effect no additional roll necessary.
    Truename Effect: The range becomes infinite, able to affect the target even across planes, requiring neither line of sight nor line of effect, although you know if the target succeeds or fails this save. Any saving throw modifiers for connection applies as if this were scrying and the target gains a +5 on their saving throw if they are on another plane. If the target succeeds on their Fortitude save you may not incorporate their truename into this effect again for 24 hours.

    Word of Plague
    Effective Level: 4th.
    School: Necromancy.
    Path: Plague (Malison).
    Casting Time: Standard action.
    Range: Medium.
    Target: 1 living creature.
    Duration: 1 round/caster level.
    Saving Throw: Fortitude partial.
    Spell Resistance: Yes.
    Truename: Yes.
    You utter a more powerful version of the sickening word, a word of virulence. The lowly worm beneath you breaks out into pox, the red ache spreading across their body to your delight, a miasma of necromantic energy suffusing from them to infect others.
    The target takes damage equal to your caster level as they come down with the red ache with an instantaneous incubation period taking the 1d6 Strength damage for the day immediately (this effect is instantaneous). A successful Fortitude save (against this spell's DC) prevents the outbreak of the red ache but not the damage. In addition, if they failed their save, the target is highly contagious and any creature that begins its turn adjacent to the target, or enters a square adjacent to it, must make a Fortitude save or suffer the Red Aches (incubation period instant); you are immune to this effect and may select a number of other creatures up to your Charisma modifier to be immune to this effect. If the target or a secondary target already has the red ache and they fail a Fortitude save they instead immediately suffer 1d6 Strength damage as if they had failed a saving throw against the disease; if the initial target already has the red ache they become extremely contagious regardless of whether they succeed or fail the Fortitude save against this effect.
    Truename Effect: You may instead infect the target with any disease allowed by contagion, inflicting damage as per that disease if they already have it and causing that disease in nearby creatures.
    Last edited by Zaydos; 2016-08-31 at 03:08 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  7. - Top - End - #7
    Titan in the Playground
     
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    Default Re: Doomsayer (3.5 Base Class)

    Greater Invocations:
    Spoiler
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    Arrow of Destruction:
    Effective Level: 6th.
    School: Evocation/Transmutation.
    Path: Waste.
    Casting Time: Standard action.
    Range: Personal/200-ft + 20-ft/caster level.
    Target: You.
    Area: 20-ft radius burst centered on yourself.
    Duration: Instantaneous.
    Saving Throw: Ref halves.
    Spell Resistance: Yes.
    Truename: No.
    With a word you transform yourself momentarily into a weapon of the final war, streaking through the sky before exploding.
    When you use this invocation you fly (perfect maneuverability) out to any location within its range of 200-ft +20-ft/caster level and then explode in a burst of radioactive destruction dealing 1d6 radiation damage per 2 caster levels to everything else within a 20-ft radius burst centered on yourself. Movement made as part of this invocation does not provoke attacks of opportunity.

    Chilling Fog
    Path: Fimbulwinter.
    See Dragon Magic

    Energized Magical Pulse
    Effective Level: 6th.
    School: Abjuration.
    Path: Waste.
    Casting Time: Standard action.
    Range: Medium.
    Area: 20-ft radius burst.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You release a disruptive blast of pure magic overwhelming magical effects in the area, disrupting the most carefully constructed spells.
    This functions as an area use Greater Dispel Magic except it gains a bonus to dispel an effect equal to that effects spell level and it has no maximum caster level bonus to the dispel check. In addition if you use this effect on two consecutive rounds or twice in one round and the same creature or spell effect is within it in both instances then it affects that creature or effect as if it was a targeted greater dispel magic upon it; it still affects other things within the area as well and still gains the bonus to dispel checks equal to the effects' levels.
    Truename Effect: If you include the personal truename of a creature within the area of the effect it works on that creature as if targeted in addition to still affecting the area. If you include your personal truename into the invocation it can remove two spell effects from each creature instead of just one (it is not discharged when it first succeeds to dispel an effect on a creature but continues until it does a 2nd one or runs out of spell effects).

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

    Eyes of Plague
    Effective Level: 7th.
    School: Divination (scrying)/Necromancy.
    Path: Plague.
    Casting Time: Standard action.
    Range: See text.
    Target: 1 living creature
    Duration: 10 minutes/level (D).
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you transmute a disease in a creature in distant lands into a sensor through which you can view the world.
    This invocation's effects vary on whether the target is carrying a disease created through one of your invocations (even incidentally through mundane contagion) or not.
    If the target has a disease created by your invocations (even if all such diseases have been invoked) then it functions as greater scrying and the disease counts as having a connection to them of the same strength as a piece of their flesh. In addition you may invoke a disease within them to send them a message of up to 5 words.
    If the target is not so infected then this invocation functions as greater scrying and if the target fails their saving throw they are infected with a disease of your choosing as if through contagion. If the creature cannot be infected with your disease then this invocation fails completely.
    In either case if the target succeeds their save you cannot attempt this invocation on them again for 24 hours. In either case the disease acts as the scrying sensor and if it is cured then the scrying effect ends immediately.
    Truename Effect: You gain the benefits of detect magic when viewing through this disease.

    Eyes of Uncovering
    Effective Level: 6th.
    School: Divination.
    Path: Apocalyptic Whispers.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    You open your mind's eye wide, turning your oracular resonance towards the present, looking upon it with an eye that stares into the abyss freely, an eye that sees the true nature of reality.
    You gain the benefits of a true seeing spell and can see how close creatures within the range of the true seeing conferred by the effect are to death as the See Death Written invocation.

    Fall in Droves
    Effective Level: 7th.
    School: Transmutation.
    Path: Destruction.
    Casting Time: Standard action.
    Range: 60-ft.
    Area: 60-ft burst centered on yourself.
    Duration: Instantaneous.
    Saving Throw: Fortitude partial.
    Spell Resistance: Yes.
    Truename: No.
    With a word you force the skies empty sending all creatures within it plummeting to the ground.
    You force all creatures flying or climbing within the area to fall to the ground. Any creature flying or climbing within the area immediately falls, this falling cannot be slowed by magical or supernatural means including feather fall or the fall preventing effects of fly. Any creature affected by this effect cannot fly for 1 round. A creature which succeeds at its Fortitude save does not fall, and can continue flying, but has their flight maneuverability reduced by 2 grades (to a minimum of clumsy) and their flight speed halved.

    Fatal Repetition:
    Effective Level: 7th.
    School: Evocation.
    Path: Destruction, Time (Malison).
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 creature or object.
    Duration: Instantaneous.
    Saving Throw: Fortitude halves.
    Spell Resistance: Yes.
    Truename: Yes.
    You invoke destruction down on the target, pulling destructive force from the future to echo destructive force which has struck it in the recent past.
    Target takes damage equal to the damage it has received from 1 attack since the start of your last turn.
    Truename Effect: The target is not allowed a saving throw.

    Fingers of Fog
    Effective Level: 6th.
    School: Conjuration (Creation) [Cold]
    Path: Fimbulwinter
    Casting Time: Standard action.
    Range: Personal.
    Area: 60-ft emanation centered on yourself
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    You call upon the fogs of winter, the chill mist which freezes the air and seems to have a life of its own. You essence extends through this fog allowing you to feel through it.
    A thin mist fills the area. This mist is thin enough that it does not hinder vision, but it does lower the temperature within the region by one band (see Frostfell, if it is unavailable then if characters in the region would be taking damage from environmental heat then it is reduced by one grade of damaging effect, if they are not taking it from the heat or cold it drops to below 40 degrees, if the cold is enough to cause exposure damage then the temperature drops by one level [0 to -20 degrees, or -20 or lower]) to a minimum temperature of Unearthly Cold. While within the mist you gain protection from the cold as if from an Endure Elements spell. The main benefit of this fog, though, is that it serves to extend your senses throughout it. You can feel your surroundings as if through the touchsight psionic power, in addition you gain a +6 to Spot and Search checks made to notice things within the area of the fog. As a standard action you can stretch the fog, adding 1 5-ft cube of fog to it per caster level for 1 round; these additional squares of fog must be contiguous with each other and at least one must be touching the main body of the fog.

    Winds of 50 or more mph are enough to disperse the core body of this mist. If the winds cover you it disperses the entirety of the fog, otherwise it only disperses that segment within 50+ mph winds and any portion cut off from you by that. You may not extend the fog past its normal area into winds 21 mph or more, and any such extensions are dispersed by 21+ mph winds.

    Flesh Puppet
    Effective Level: 7th.
    School: Transmutation
    Path: Cosmic
    Casting Time: 1 minute.
    Range: 5-ft.
    Effect: 1 flesh puppet
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You call upon powers outside of the realm man was meant to deal in. Calling them into your flesh, you cause a piece of your flesh to swell and fill with energy before it falls from your body still growing and taking upon itself a life of its own. Your will remains extended into this off cast flesh, serving you with utter devotion.
    You shape a bit of your flesh into a living puppet of your will. The flesh puppet is an aberration two size categories smaller than you. The puppet uses your ability scores, except that its Strength score is 4 less than your own, and your natural armor, as well as your skill ranks, base saves, its hit points are one-half your own, and any critical hit or precision damage against it has a 25% chance of being negated. The puppet has a base land speed of 20-ft if medium or smaller, and 30-ft if large or larger, with a climb speed of 15-ft or 20-ft respectively. You may passively sense whatever the puppet would sense and may activate invocations through it as if it were yourself (basing all ranges from its square) and activate personal invocations on it as though it were yourself; the puppet does not share your truename but you may assign it a (non-true) name when you create it. Your mental control of the puppet has no limit due to distance or even plane as a part of your soul exists within it. If the puppet would suffer a mind-affecting effect the effect applies against you directly regardless of distance, but otherwise effects applied to it affect only itself; any penalties or benefits due to mind-affecting effects on you apply to the puppet as well. The puppet takes no actions of its own but you may expend an action to make the puppet perform an action of the same type (standard, move, swift, etc); this remains true even if somehow it is affected by an effect which normally removes traits from the target. The puppet lacks fully functional hands and is unable to use its appendages for any task that requires fine manual dexterity equal to wielding a weapon. If you die or are knocked unconscious while you have a flesh puppet your mind moves more fully into it and may continue to control the flesh puppet existing within it until it is destroyed, fades, or you are revived. You may only have one flesh puppet in existence at a time and suffer a -2 penalty to Constitution as long as it exists and if it is destroyed you suffer 2 points of Constitution damage and you cannot create another flesh puppet for 1d4 x 10 minutes. There is no limit to how far a flesh puppet may move from you.

    A doomsayer without a Constitution score cannot use this invocation to create a flesh puppet.

    Truename Effect: The flesh puppet appears as a duplicate of the named creature that is no larger than yourself. It has the target's size, fully functional hands, and your Strength score. You gain a +10 on the disguise check to disguise the puppet, or +20 and creatures never gain bonuses due to familiarity when attempting to see through this disguise if it is disguised as yourself (the puppet's shape is not perfectly human). When the flesh puppet is dismissed, destroyed, its duration expires, or it is dispelled it sublimates away as its sustaining magic fades away its disguise unraveling revealing a twisted mass of flesh and bone.

    Freezing Word
    Effective Level: 6th.
    School: Evocation [Cold].
    Path: Fimbulwinter (Malison).
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 living creature.
    Duration: Instantaneous.
    Saving Throw: Fortitude partial.
    Spell Resistance: Yes.
    Truename: Yes.
    You speak a word from the Book of Ages, the tome which shows all of time past, present, and future, the word that freezes the world. The mere word calls a shadow of this final frost, bringing it into your foe to freeze them solid.
    The target takes 1d6 cold damage/caster level and 2d6 Dexterity damage. If this reduces the target to 0 hp or lower or their Dexterity to 0 they become frozen completely, becoming solid ice. A successful Fortitude save halves the damage and reduces the Dexterity damage to 1 per die.
    Truename Effect: The target takes +1 damage per die, and an additional die of Dexterity damage.

    Greater Crushing Word
    Effective Level: 6th.
    School: Evocation [Force].
    Path: Destruction (Malison).
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 creature or object.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    Truename: Yes.
    Your speak a word of destruction, written in the book of days at the end of time. A shadow of the final destruction inflicts itself on the target, rending and crushing their body.
    The target takes 1d6 force damage per caster level. If the target is a construct or an object this is increased to 2d6 force damage per caster level.

    Healing Contagion
    Effective Level: 6th.
    School: Conjuration (Healing)/Necromancy.
    Path: Plague.
    Casting Time: Standard action.
    Range: Touch.
    Targets: 1 living creature.
    Duration: Instantaneous.
    Saving Throw: Fort negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word of benediction you charge a plague with restorative powers, reviving the creature's body so it can continue to spread the plague to as many as possible.
    When you use this invocation choose a disease as if with the spell contagion. This disease is imbued with restorative capabilities and unlike those created by contagion retains its normal incubation time. The target does, however, immediately receive the benefits of the curative energies regaining 10 hit points per caster level you possess, and it immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. This is a positive energy effect and harms living creatures harmed by positive energy. This effect can never be used to cure disease but any other effect which a heal spell could remedy can also be remedied by this effect.

    The disease infected into the target with this invocation remains charged with life force for 24 hours preventing another such disease from being infected into the target until either the charge in this disease fades or it is cured (such as by Remove Disease). Any creature which contract the disease from the target are immediately healed 3d8 + your caster level hit points (this is a positive energy effect) but their secondhand version of the disease contains no more healing energy than that and is completely normal after that point.

    Truename Effect: The target is healed an additional 5 hp per caster level and this effect removes all negative levels afflicting the target.

    Infection of Timelessness
    Effective Level: 7th.
    School: Necromancy.
    Path: Plague, Time.
    Casting Time: Standard action.
    Range: Touch.
    Targets: 1 willing living creature.
    Duration: Permanent (D) (special).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    With a word you create a disease woven with the words of the end of time, infecting the creature to preserve their form in stasis for the end days.
    You infect the target with a version Red Wasting charged with magic to preserve their life. As long as the target is infected with this disease they do not physically age (they do not suffer aging penalties but benefits can still accrue), although they still die when their time comes (it does not circumvent maximum age). This effect cannot be dispelled (although it can be disjoined), but if the disease is cured the target immediately physically ages to catch up with the time held off by this invocation.
    Truename Effect: The target's aging is slowed to one-half as long as they have this disease only aging 1 year per 2 years that pass. If you are the target your aging stops completely. You may only have a number of truename enhanced versions of this invocation active at a time equal to 1/2 your Charisma modifier (if your charisma is reduced this does not automatically drop ones already created) not counting one targeting yourself.

    Key to the Gates of Hell and Death
    Effective Level: 6th.
    School: Necromancy.
    Path: Necrosis (Modal).
    Casting Time: Standard action.
    Range: Close or Touch or Long.
    Targets: 1 intact dead creature or 1 intact dead creature or 1 living creature.
    Duration: 1 round/caster level (D) or Instantaneous or Instantaneous.
    Saving Throw: No (see below).
    Spell Resistance: No (see below).
    Truename: Yes.
    Your word opens the gateway of souls, pulling back a soul partway through its journey into the final end; or shoving back a soul you pulled forth.
    This invocation has 3 modes.

    In the first you call back the soul of a recently deceased creature animating its body for a few scant moments. The target must have been dead for no more than 1 round per caster level and is revived at half their maximum hit points and with half of all ability damage they have received healed and any abilities drained to 0 increased back to 1. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. While the invocation closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. . A creature revived through this use of the invocation lives for 1 round per caster level before collapsing back into death; it is consider to have been dead for the entire duration of its revival through this invocation. Unlike with raise dead the subject's soul does not need to be willing to return for this effect to function, but it must be free and able to be brought back.

    In the second you must touch the target's corpse. In this variation the target, which must have been dead no longer than 1 round per caster level, is revived truly as if by a raise dead spell except that they do not suffer a loss in level and they may have been slain by death effect. This permanent return to life is difficult and despite being an invocation still requires a material component in the form of a single intact diamond worth at least 1000 GP per round the target has been dead; if the target refuses to return this diamond is not destroyed. You may use this invocation against a currently animate undead creature if it died within the required time and was animated within the same span of round, in this case the target is allowed a Will save to negate the effect and spell resistance; if it saves or resists the diamond is not expended.

    The third use of this invocation can only be used on a creature that has been revived by this invocation previously and has not since been resurrected by another means. When you use this invocation the target's soul is instantly returned to where you pulled it from, killing the target. The target is considered to have been dead for whatever period of time has passed since it died before being revived by this invocation.

    Truename Effect: The range of this invocation increases to Medium for the first mode, close (instead of touch) for the second, and unlimited requiring neither line of sight nor line of effect for the third mode. In addition the creature is revived with 5 extra hit points per caster level when the truename is incorporated into either of the first two modes.

    Legion of Shadows
    Effective Level: 7th.
    School: Conjuration (Summoning).
    Path: Necrosis.
    Casting Time: 1 full round.
    Range: Close.
    Effects: 1 shadow per 3 caster levels.
    Duration: 1 round/caster level (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    Your word holds the power of Death and with it mastery over the shades of the once living. They come forth, eager to do your bidding.
    This effect summons 1 shadow per 3 caster levels as if they were summoned by a Summon Monster or Summon Undead spell. These shadows obey your commands, but must remain within 50-ft + 5-ft per caster level of you or else they vanish to wherever they came from. This invocation summons the same set of shadows each time it is used, only changing which shadows are summoned at midnight, and as such any damage they accrue remains until midnight and if any shadows are destroyed during this period the number of shadows you summon is reduced by the same amount until the next midnight. Any active spells on the shadows end when they vanish, and any items they are carrying are dropped. If you use this invocation while you already have shadows summoned with it, you may instead teleport the shadows to any squares within close range.
    Truename Effect: By including the personal truename of a shadow, greater shadow, wraith, or dread wraith you may summon it with this ability. If it is destroyed while summoned this way you may never summon it with this effect again (as a summoned not called creature it is not permanently destroyed) and it may very well be displeased with you.
    Balance Note: Not every campaign is capable of dealing with incorporeal creatures, as such your DM is advised to consider whether to allow this invocation. It is also intended to help bring a doomsayer up towards the higher end of Tier 3 and should be carefully considered for that purpose as well.
    Last edited by Zaydos; 2016-01-25 at 08:33 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Doomsayer (3.5 Base Class)

    Greater Invocations (Continued)

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    Nightmares Shared
    Effective Level: 5th.
    School: Illusion (Phantasm) [Mind-affecting, Evil].
    Path: Apocalyptic, Cosmic.
    Casting Time: 1 minute.
    Range: Unlimited.
    Target: 1 living creature.
    Duration: Instantaneous.
    Saving Throw: Will negates (see text).
    Spell Resistance: Yes (see text).
    Truename: Yes.
    You send you visions of the future to another creature, letting them flood into the creature's sleeping mind filling them with horrible nightmares and dark omens
    You must speak the name of the target when using this invocation, and if they succeed on their saving throw they are immune to its effect for 8 hours. This functions as the nightmare spell, except as noted its casting time is reduced and as noted below.

    The target receives 1d10 damage per 4 caster levels instead of 1d10 and suffers an additional 1d4 Wisdom damage. If they failed the save, though, they gain the benefits of your Dreams of the End ability for 24 hours due to the visions seen in their nightmares.

    Truename Effect: You are considered to have a body part of the target for purposes of your connection to them, and the Wisdom damage is increased to 2d4.

    Nuclear Torch
    Effective Level: 6th.
    School: Evocation.
    Path: Waste (Malison).
    Casting Time: Standard action.
    Range: 40-ft or 120-ft.
    Area: Cone or Line
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: No.
    You whisper a word of nuclear flame, almost a strange electronic roar, opening your mouth wide to bellow forth a torch of its radiant energy to devastate your foes.
    When you use this invocation choose cone or line. If you choose cone it takes the form of a 40-ft cone. If you choose line it takes the form of a 120-ft line. Regardless of what you choose any creature within the area takes 1d6 per caster level plus your Charisma modifier radiation damage.


    Order of Annihilation
    Effective Level: 6th.
    School: Evocation.
    Path: Waste (Malison).
    Casting Time: Standard action.
    Range: Medium.
    Area: 20-ft radius burst within range.
    Duration: 1 round/caster level.
    Saving Throw: Reflex halves and Fortitude negates (see below).
    Spell Resistance: Yes.
    Truename: No.
    You utter the word that spelled the world's doom, the first order which left it burning. With this word you call an echo of the fires that will someday consume the planet, the destructive force which wracks across it.
    When you use this invocation it deals 1d4 radiation damage/caster level to the area. A successful Reflex halves this damage. Any creature which begins their turn in the area of its effect, or enter it, takes 1d4 radiation damage per 3 caster levels; a successful Fortitude save negates this additional damage. If a creature enters the area multiple times in a single turn, or in a turn in which they entered it, they do not receive damage or have to make a Fort save more than once.

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

    Path of the Fatal Blade:
    Effective Level: 6th.
    School: Divination.
    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 6th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

    Peer Into the Book of Lore
    Effective Level: 6th.
    School: Divination.
    Path: Apocalyptic Whisper.
    Casting Time: See text.
    Range: You.
    Target: Personal.
    Duration: Instantaneous
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    Your mind peers through the ages, reading the book of lore which is time and history, gathering legends and tales about the subject.
    This functions as the spell Legend Lore except its casting time is reduced. It only takes 1d4 minutes if the thing/person/place is at hand, 2d8 hours if you only have detailed information on the subject, and 1d4 days if you only have rumors.
    Truename Effect: If you incorporate the thing's (or person's or place's) personal truename into this invocation the casting time is halved.

    Plague Viper
    Effective Level: 6th.
    School: Conjuration (Creation).
    Path: Plague.
    Casting Time: 1 standard action.
    Range: 10-ft.
    Effect: 1 medium sized ooze snake.
    Duration: 24 hours (D)
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    Your word creates a writhing pile made of oozing pus, and pox-ridden bile. The words of magic give it shape forming it into a snake made of the sickening gunk.
    You create a creature made of oozing disease in the approximate shape of a snake. The creature is a medium Ooze with 1d10 hp per caster level you possess and uses your base attack bonus, and base saves with a move speed of 20-ft, a climb speed of 20-ft, Str equal to 5 + ½ your Charisma score, Dex equal to your Charisma score, and a Constitution score of 10, Int -, Wis 10, and Cha 1, a Deflection bonus to AC equal to your Charisma modifier, the plague viper has no skills but gains the Weapon Finesse feat as a bonus feat, and all ooze features and traits except as noted here; these numbers are all fixed when the Plague Viper is created and do not change if your Charisma score is changed afterwards. The ooze obeys your telepathic commands and is able to make a single bite attack each round which deals 1d6 + strength damage and inflicts a disease of your choice (chosen when the plague viper was created from the contagion list) with an instantaneous incubation period, or deals damage as if they had failed a fortitude save against the disease if they are already afflicted by it, a successful Fort save (DC 16 + your Charisma mod) prevents this infection or damage. If the plague viper is destroyed you suffer 2 points of Charisma damage. You may only have one plague viper extant at a time.

    Punish the Servant:
    Effective Level: 6th.
    School: Evocation.
    Path: Gotterdamerung (Malison).
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will partial or half.
    Spell Resistance: Yes.
    Truename: Yes.
    Your words call down upon the servant a shadow of the wrath ascertained for their masters, severing them from their masters' powers.
    Target creature takes 1d6 damage/caster level, a successful Will save halves this damage. If the target is a servant of the gods and fails their Will save they are unable to use spell-like abilities, spells, or maneuvers for 1 round and lose the benefits of any shaped soulmelds during this period.
    Truename Effect: This invocation deals vile damage.

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

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

    Truename Effect: If you manage to discover a vestige's truename (the details of such act being entirely up to the DM's discretion and probably should be treated as a minor or major artifact which may or may not be available at all) and incorporate its truename into this invocation (the DC for speaking such is also up to the DM's discretion) then you may bind that vestige instead of the one keyed to this invocation. You may use a vestige's personal truename to bind a vestige higher than level 3, but must have a caster level at least 8 higher than the minimum binder level to bind it if it is Lv 4 or higher.

    Read from the Book of Endings
    Effective Level: 6th.
    School: Divination.
    Path: Apocalyptic Whispers, Destruction.
    Casting Time: Swift action.
    Range: Close.
    Targets: 1 creature.
    Duration: 1 round/3 caster levels.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You look upon the book of endings, in which the doom of all creatures is written. Looking upon it you allow it to guide you in combat, presenting you with the means to defeat the foe at hand.
    You gain an insight bonus to attack rolls, weapon damage rolls, made against the target equal to your Charisma modifier and you gain an insight bonus to checks made ot overcome the target's Spell Resistance equal to half your Charisma modifier.
    Truename Effect: The bonus to all rolls is increased by 2.

    Riftwalk
    Effective Level: 6th.
    School: Conjuration (Teleportation).
    Path: Time.
    Casting Time: 1 full round.
    Range: Personal Touch.
    Targets: You and touched objects or willing creatures.
    Duration: Instantaneous.
    Saving Throw: No and Will negates (object).
    Spell Resistance: No and Yes (object).
    Truename: No.
    Your word rends spacetime, creating a rift through which you, and those which willingly move with you, may pass fourth dimensionally. You step through the rift, moving to another location in space even as you remain in the same point of time despite the period which seems to pass as you move through the world of the rift.
    This invocation transports you to your destination as if through the teleport or plane shift spell; including their range and accuracy limitations. You may bring along objects with you up to your maximum load and 1 medium sized or smaller creature (along with any objects they are carrying up to their maximum load) per 3 caster levels. You may bring along a large or larger creature but a large creature counts as 2 medium creatures, and a huge creature as 2 large creatures and so forth.

    While this transportation is instantaneous to outside observers, 50 rounds seem to pass to those creatures and objects transported by it, each creature or object aging 5 minutes and any durations of effects losing 5 minutes as they pass through the rift in time and space. Any creature transported this way is dazed for 1 round upon appearing.

    Balance Note: I tried to limit scry or die with the 5 minute duration reduction (meaning no pre-casting round/level buffs) and the round of daze afterwards. I also increased the casting time so that enemies have a full round after you start it to try and interrupt the effect so it's not just a "get out of battle free" card. I mean it can still be used for either, but it does the job significantly less well than Teleport (and using it to scry and die requires a party full of minute or 10 minute/level buffs).

    Shield of Moments Found
    Effective Level: 6th.
    School: Abjuration.
    Path: Time.
    Casting Time: Standard action.
    Range: Personal.
    Targets: You.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You wrap time around you as a shield. Taking moments that yet could be you filter the world through them, giving you a protective delay against your foes.
    Whenever you would take damage or be affected by an effect, spell, or special combat maneuver (such as trip, disarm, or bull rush) that effect or damage is delayed by one round. This delay also delays the beginning of the effect's duration so you are affected by it for the full normal length (for example if you were affected by confusion by a 7th level caster you would not be confused for the first round and then confused for rounds 2-8.). This delay cannot prevent effects entirely if they have an effect that is "as long as you remain within the area" instead having them last 1 round after you exit the effect. This does not delay the effects of moving through difficult terrain or even Solid Fog, or falling due to gravity, although would delay any damage received from such, nor does it delay penalties due to environmental fog or darkness even if they are created by spells. This delay even affects the effects of your own invocations, spells, and other abilities you use..

    Truename Effect: This invocation does not affect your own invocations, spells, or abilities.

    Shortened Hemorrhaging Word
    Effective Level: 6nd
    School: Transmutation.
    Path: Destruction (Malison).
    Casting Time: Swift action.
    Range: Close.
    Target: 1 living creature.
    Duration: 1 round/caster level.
    Saving Throw: No.
    Spell Resistance: Yes.
    Truename: Yes.
    You speak a single syllable charged with magical power, resonating with destruction through your soul to strike at a foe causing them to burst with blood.
    The target takes 1d6 damage per round as their body is shredded internally. A creature may only suffer one Shortened Hemorrhaging Word at a time (they may suffer from one and a normal Hemorrhaging Word at the same time).
    Truename Effect: The target takes 2d6 damage per round.

    Shroud of Madness
    Effective Level: 6th.
    School: Enchantment (Compulsion).
    Path: Cosmic.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    You call upon the dread lords wrapping yourself in a part of their mind, causing creatures with minds to have trouble fully focusing on you to strike at you with sword or spell.
    This invocation shrouds you in madness. Any creature attacking you, or attempting to target you with a spell or ability which specifically targets one or more creatures (as opposed to hitting the entire area) suffers from a 20% miss chance (if an attack) or failure chance (if a targeted effect which does not rely on an attack roll). This is not based on sight or other senses, but a mental effect upon them; a creature immune to mind-affecting effects, or which cannot directly sense you does not suffer from this miss chance (although in the latter sense they will normally suffer at least a 50% miss chance for not being able to see you and be unable to target you with most effects).

    Song of the Spheres
    Effective Level: 6th.
    School: Enchantment (Compulsion) [Mind-Affecting].
    Path: Cosmic (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    Truename: Yes.
    You sing the song of the dread lords. Only the merest echo heard on the physical plane, the majority of the song heard only within the mind of your foe resonating with their own intellect using it to drive them towards incoherent madness.
    The target takes 1d6 damage per point of their Intelligence score; a successful Will save halves this damage.
    Truename Effect: If the target fails their Will save they cannot communicate by any means for 1 round. Any attempt to speak is incoherent babbling, even under magical effects such as tongues. Telepathy only finds scrambled thoughts and images of madness. Attempts at writing or even picture drawing end as meaningless scribbles and mad spirals. Even attempts at sign language find themselves muddled. This prevents casting any spell with a verbal or somatic component, or activating any magic item that requries a command word.

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

    Split the Moment
    Effective Level: 6th.
    School: Divination.
    Path: Time.
    Casting Time: Immediate action.
    Range: Personal.
    Target: You.
    Duration: Special.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    With a word you open time before you, reacting to danger seemingly before it even appears.
    You may activate this invocation only when you would make an initiative check even if you are flat-footed. You gain an insight bonus to initiative of +5 + 1/caster level.

    Spread Time
    Effective Level: 6th.
    School: Transmutation.
    Path: Time.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 effect with a duration.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    Your word spread time thin, extending what you hold dear.
    When you use this invocation select on effect you are aware of magical or otherwise. Its duration is increased by up to 10 minutes per caster level (you possess) to a maximum of its current remaining duration. This effect can be a spell, psionic power, or any other ability that has a duration including torches, lanterns, a barbarian's rage, or similar abilities and effects are included. No single effect may benefit from the same caster's Spread Time more than once.
    Truename Effect: If you include the truename of the source of the effect (the caster for a spell, the craftsman for an item, and the character for a class feature) then Spread Time may increase its duration by up to twice its current duration.

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

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

    Truename Effect: If you include the personal truename of a creature which died within the region it may affect it even if it has been dead for up to 1 day per caster level (calling it back to you from the afterlife) and the soul is consumed in only 1 week per 3 hit dice or character levels it possessed while it was alive.

    Strategic Long Deployment Blast
    Effective Level: 6th.
    School: Evocation.
    Path: Waste (Malison).
    Casting Time: Standard action.
    Range: Close and special.
    Effect: 1 missile of energy.
    Area: 60-ft radius at missile's destination.
    Duration: Special.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word of the end of days you create a shadow of a weapon of the destruction that shall rain down upon the world.
    When you use this invocation you create a glowing green oblong of energy in an unoccupied square within close range. The energy mass produces light as a lantern and is tiny sized. This energy mass has hit points equal to your caster level and an AC of 10 + ½ your caster level (this is considered a deflection bonus), and automatically fails all saving throws (note it is an object and therefore immune to many effects that require saves). This mass of energy then streaks towards a location designated when you activate this invocation, flying at a rate of 400-ft a round (good maneuverability) in a straight line towards the target. When the energy mass reaches its destination, strikes a solid object, or is destroyed it explodes in a 60-ft radius dealing 1d8 radiation damage per 2 caster levels to everything within the area of the explosion (Reflex halves and Spell Resistance applies). You may only have a number of energy masses created by this invocation equal to your Charisma modifier (minimum 1).
    Truename Effect: If you include a creature's truename into this invocation and that creature is on the same plane as you are the missile immediately streaks towards them instead of a location. If the named creature moves the missile does not move to follow them instead continuing to streak to the location they occupied when it was created.

    Sudden Outbreak
    Effective Level: 6th.
    School: Necromancy.
    Path: Plague (Malison).
    Casting Time: Standard action.
    Range: Medium.
    Target: 1 living creature.
    Duration: Instantaneous.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    Truename: Yes.
    You call forth a disease into a creature destructively, bursting cells across their body as the virus spreads instantly. The word of final death charges the disease with destructive power, melting the creature acidically from within.
    The target receives 1d6 acid damage per caster level and immediately contracts a disease (as the spell contagion) of your choosing (if the target already has the disease they simply take ability damage from it again as if they had failed the saving throw against it for a day). A successful Fortitude save halves the damage and prevents the disease completely.
    Truename Effect: The initial ability damage from the disease is doubled on a failed save.

    Tear the Worlds
    Effective Level: 6th.
    School: Abjuration.
    Path: Gotterdamerung.
    Casting Time: Standard action.
    Range: Medium.
    Area: 20-ft radius burst within range.
    Duration: Permanent.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    You have seen the future where mortals and gods are permanently estranged. With a word you rend the world around you, to bring it closer to the future of your dreams and nightmares, severing it completely from other realms and leaving it isolated.
    You sever the world from other planes at the point you designate. Creatures cannot teleport into or out of an area affected by this invocation, nor can they be summoned within this region and magic and effects to travel between planes or which draws energy from other planes (such as any spell with the shadow subschool) fail in this area. Within the area force effects and other transdimensional spell effects are unable to cross into the ethereal or other planes. Even non-dimensional spaces, such as bags of holding or portable holes, become inaccessible in the region. In addition divine spells cannot be prepared or regained within the area of this spell unless it is on an Outer Plane and the deity (if any) responsible for the spells resides on that layer of that plane.

    Tear their Time
    Effective Level: 6th.
    School: Transmutation.
    Path: Time (Malison).
    Casting Time: Standard action.
    Range: Medium.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: Yes.
    Your word rends at a creature's place in time, scattering them across the moments ahead.
    The target receives 1d6 damage per caster level as parts of it are scattered across time appearing over the course of the next several seconds and is slowed (as the spell slow) for a single round. A successful Will save halves the damage and prevents the slow effect.
    Truename Effect: The target is dazed on a fail save instead of slowed.


    Walk the Chosen Path
    Effective Level: 6th.
    School: Divination.
    Path: Apocalyptic Whispers.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 10 minutes/caster level.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    You increase your resonance with the force of doom letting it guide your actions. Focusing on the present and a single goal you let these whispers guide you, their insistent warnings guiding you to the safest path.
    This invocation functions as find the path except as noted above.
    Trueame Effect: If you include a target's personal truename into this effect it treats their current location as the specified destination. If the creature moves during the effect so does the destination. If the creature is warded by a non-detection spell you must overcome the caster level check as normal and if you fail you cannot try to overcome that effect again for 8 hours. If the creature is warded by a mind blank spell or otherwise has a similar level of protection against divination this effect cannot trace them at all.

    Wings of the Starborn
    Effective Level: 6th.
    School: Transmutation.
    Path: Cosmic.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No (see below).
    Spell Resistance: No.
    Truename: No.
    Your word invokes the physical form and nature of the servants of the dread ones. You grow a pair of unearthly wings which curl and undulate in unnatural, and incomprehensible, ways as you fly upon them.
    You gain a fly speed of twice your land speed with average maneuverability; this flight functions even in medium or heavy armor and when carrying a heavy load. In addition when you are flying you gain a frightful presence as an extraordinary quality, any creature which you fly within 30-ft of which has less hit dice than you must make a Will save (same DC as for this spell) or be shaken for as long as they remain within 30-ft of you and for 1 round thereafter, any creature which has 5 or less hit dice which fails their Will save is panicked for as long as they remain within 30-ft of you and for 2d6 rounds thereafter. A creature which successfully saves against this frightful presence is immune to its effects for 24 hours.

    Wolf-Mind
    Effective Level: 6th.
    School: Abjuration.
    Path: Fimbulwinter.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No (see below).
    Spell Resistance: No (see below).
    Truename: No.
    You call the madness of the final winter into your mind just a scratch below the surface. This madness shields your mind, and lashes back out dangerously at those which probe and poke at your mind.
    Whenever you must make a saving throw against a mind-affecting effect you may roll twice taking the better result and on a successful save for half, partial, or reduced effect you take no effect. Even mind-affecting effects which normally would not allow a save are blocked by this invocation although such shielding is by no means perfect and there is only a 30% chance that it will prevent such an effect. Whenever you are targeted, whether single or multi-targeted (but not a full area effect such as whelming blast or something that affects all creatures which come in contact with it automatically), by a mind-affecting effect the caster/creator of the effect must immediately make a Will save (against this invocation's DC) or be confused as the spell confusion for a single round if you failed your save (or if the invocation failed to protect you against a no save effect) or for 1 round/level if you resisted the effect.

    Word of Final Respite
    Effective Level: 6th.
    School: Necromancy.
    Path: Necrosis (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word you cut the strands that tie a creature to this world, pushing them inexorably towards death.
    Target takes 1d6 damage/caster level. If the target has less than half health this damage is increased by 50% (as if empowered; if this invocation is empowered it results in a net +100% damage not +125%). A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.
    Truename Effect: The target is dazed for 1 round if they fail their save, as the forces of death pull them towards final rest.

    Word of Final Rest
    Effective Level: 6th.
    School: Necromancy.
    Path: Necrosis (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 undead creature.
    Duration: Instantaneous.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: Yes.
    You word returns to death those who have escaped it, calming the restless spirit and returning them to the grave.
    Target undead creature is destroyed unless it succeeds its Will save. If it succeeds its Will save then it merely takes 3d6 + caster level damage. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature. A creature destroyed by this effect cannot be turned into an undead creature again, and even resurrection is made difficult requiring a caster level check (DC 11 + your CL); a single creature can only attempt one such check during a single character level.
    Truename Effect: If you incorporate the personal truename of a living creature which has died and been revived by magic after being dead for longer than 1 minute into this invocation you may target them as if they were undead. Alternatively if you include an undead creature's personal truename into this effect you can use it at Long range instead of merely Close.
    Last edited by Zaydos; 2016-10-11 at 09:06 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Doomsayer (3.5 Base Class)

    Dark Invocations
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    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.
    Last edited by Zaydos; 2014-09-07 at 10:13 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Group: The Harrowing Halloween Harvest of Horror Part 2

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    Old: My homebrew (updated 9/9)

  10. - Top - End - #10
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    Default Re: Doomsayer (3.5 Base Class)

    Feats:

    Accursed Name:
    Your connection with the apocalypse has twisted your truename into something dread and horrible, harming those who dare say it.
    Prerequisites: Ability to use one or more malison invocations.
    Benefits: Your truename becomes accursed. Any creature other than yourself which says your truename must make a Will save (DC 10 +1/2 your character level + your Charisma modifier) takes 1d3 Intelligence, Wisdom, and Charisma damage and, if taint rules are used, 1 point of depravity. Any creature which says your personal truename must make the same Will save but takes 1d6 Intelligence, Wisdom, and Charisma damage and, if taint rules are used, 1 point of depravity if they fail the save and if they succeed on it they still take 1 point of damage to each of those ability scores.
    Normal: Saying your truename does not harm the speaker.

    Apocalyptic Fist
    You inscribe the words of doom onto a parchment imbuing it with power and wrapping it about your hands.
    Prerequisites: Improved Unarmed Strike, Wisdom 13+, at least one Malison of Lesser or higher grade, Craft (Calligraphy) 8 ranks.
    Benefit: You may write the words of doom upon a clothe (this takes 10 minutes, and requires ordinary clothe and ink) and wrap the clothe around your fists; you imbue this wrap with some of your apocalyptic resonance infusing it with the power of one Malison of any grade less than the highest available to you. The first time you successfully strike an enemy in melee with an ordinary unarmed strike each round they suffer the effects of the Malison inscribed as if you had used it upon them and the attack is considered magic and evil for the purposes of overcoming DR. This ability does not trigger on a martial maneuver, or if a spell is channeled through the attack in another manner.

    Apocalyptic Focus
    Your invocations associated with a certain apocalyptic path are more potent.
    Prerequisites: Ability to use at least one invocation.
    Benefit: When you take this feat select one apocalyptic path (Apocalyptic Whispers, Cosmic, Destruction, Fimbulwinter, Gotterdamerung, Necrosis, Plague, Time, Waste). All invocations you use associated with the selected apocalyptic path gain +1 to their save DC. This does not stack with itself even if the invocation falls under two or more apocalyptic paths you have this feat for and does not stack with Ability Focus.
    Special: You may take this feat multiple times, each time you take this feat you must select a different apocalyptic path.

    Black Wind Mastery
    You are particularly adept with the manipulation of the winds of destruction.
    Prerequisites: Must know one Edge of Apocalypse Maneuver of 3rd level or higher.
    Benefit: When using Black Wind's Cry, Black Wind's Wail, Black Wind's Rebuke, Black Wind's Howl, or Black Wind's Reign (but not Black Breeze) you may attempt a special attack form such as Bull Rush, Disarm, Sunder, or Trip applying it throughout the area instead of dealing damage. Opponents cannot respond to do the same to you if you fail and you do not provoke attacks of opportunity. If you attempt a bull rush you may push the target back no more than 5-ft with Cry, 10-ft with Wail or Rebuke, 15-ft with Howl, and 20-ft with Reign.

    Child of the Apocalypse
    You are especially attuned to a single apocalyptic path gaining more invocations of its weakest level.
    Prerequisites: Must know 4 or more invocations from selected Apocalyptic Path, at least one of which is Lesser or higher grade.
    Benefits: When you take this feat select one Apocalyptic Path that you fulfill the prerequisites for. You learn 2 additional least invocations from that path.
    Special: You may take this feat multiple times, each time you take it you may select a different apocalyptic path or select the same path again.

    Easy Malison
    You are able to speak the most basic malisons of your path quickly and without effort.
    Prerequisites: Path of the Apocalypse class feature, must know 4 or more malisons, access to Greater Invocations.
    Benefits: You may use the least Malison associated with your Path as a swift action. Your caster level for that malison, and character level for the Malison Mastery feat, are considered 4 lower than normal when doing so.

    Force Without Effort
    Your unrelenting force improves.
    Prerequisites: Ability to use the Unrelenting Force invocation, access to Greater Invocations.
    Benefit: Your Unrelenting Force invocation deals +1 damage per die, increasing to +2 damage per die when/if you have Dark Invocations, and any creature which is pushed back by its effects are also knocked prone. Any other invocation you use which deals force damage deals +1 damage per two caster levels up to your Charisma modifier.

    Future Twice Doomed
    The apocalypse you resonate with is a mixture of two paths, and you gain powers from both paths.
    Prerequisites: Ability to use at least 2 invocations associated with the selected path, 2nd Sign in your initial path.
    Benefit: You gain the 1st Sign ability of another path of the apocalypse chosen when you first select this feat.
    Special: You may take this feat multiple times. Each time you do so you require 2 more invocations of the chosen path and 1 later sign from your original path and you gain the next sign of your new path (for example to take this feat a 4th time you need 7 invocations from the chosen path and the 5th Sign ability from your initial path and would gain the 4th sign power of your second path).

    Greater Apocalyptic Focus
    Your invocations associated with a certain apocalyptic path are more potent.
    Prerequisites: Ability to use at least one invocation, Apocalyptic Focus in the selected apocalyptic path.
    Benefit: When you take this feat select one apocalyptic path (Apocalyptic Whispers, Cosmic, Destruction, Fimbulwinter, Gotterdamerung, Necrosis, Plague, Time, Waste) that you have Apocalyptic Focus in. All invocations you use associated with the selected apocalyptic path gain a +2 to their save DC. This does not stack with itself even if the invocation falls under two or more apocalyptic paths you have this feat for, and does not stack with Ability Focus or Apocalyptic Focus.
    Special: You may take this feat multiple times, each time you take this feat you must select a different apocalyptic path.

    Malison Mastery
    Your mastery of malisons allow you to alter their potency, increasing it as needed.
    Prerequisites: 2 or more Malison Invocations known.
    Benefits: Whenever you use a malison you may heighten it up to the spell level that could be cast by a wizard of your character level (maximum 9 at 17th) increasing the spell save DC and any level dependent variables when you do so.

    Mobile Malisons
    You are able to retain greater mobility when uttering malisons than normal.
    Prerequisites: 2nd Seal of Destruction and 3 or more malisons.
    Benefits: Whenever you use a Standard action or Full round action malison you may move up to half your speed before or after using the malison as part of the same action. If performed after the malison this movement does not provoke attacks of opportunity from any creature damaged by the malison.

    Plague Surgeon:
    You are capable of using disease to mend wounds in creatures.
    Prerequisites: 1 or more invocations from the path of Plague, Heal 5+ ranks.
    Benefits: You may invoke a disease in the target to heal them 1d8 damage +1d8 per 3 character levels you possess as a standard action. You may only invoke a number of diseases in a single target each day in this way equal to your Charisma modifier. If you know the Healing Contagion invocation and invoke a disease in a target which has its life charged plague still circulating within them it instead heals 1d8 damage per character levels. This feat is a supernatural ability.

    Scion of the Apocalypse:
    You are almost fully attuned with your selected apocalypse.
    Prerequisites: Must know 12 or more invocations of a single apocalyptic path at least 1 of which is Dark, Child of the Apocalypse and Spawn of the Apocalypse in the selected path.
    Benefits: When you take this feat select one Apocalyptic Path that you fulfill the prerequisites for. You may use all Greater and lower grade invocations of that path as if you knew them.
    Special: Unlike its prerequisites you may only take this feat once.

    Spawn of the Apocalypse:
    Your attuning to your path improves granting you more of its powers.
    Prerequisites: Must know 8 or more invocations of a single apocalyptic path at least 1 of which is Greater or higher grade, Child of the Apocalypse in the selected path.
    Benefits: When you take this feat select one Apocalyptic Path that you fulfill the prerequisites for. You learn additional 2 lesser or least invocations from that path.
    Special: You may take this feat multiple times, each time you take it you may select a different apocalyptic path or select the same path again.

    Strip the Servant:
    Your curses rob the servants of the gods of their powers.
    Prerequisites: Lesser invocations, at least 1 Gotterdamerung malison.
    Benefits: Whenever a servant of the gods fails a saving throw against one of your malisons they lose 1 spell prepared, spell slot, 1 use of a spell-like ability with daily or longer limits, or unready one maneuver of the highest level available to them. If the target has multiple of the above they lose one of the highest effective level between those categories (4th level maneuver over 3rd level spell slot), if levels are tied they lose them in priority of prepared spell (chosen at random), spell slot, spell-like ability (chosen at random from amongst those with the most stringent use limitations i.e. 1/year before 1/week and 2/day before 3/day), and only lose maneuvers if those are the only option. The ability is lost as if expended normally except for maneuvers as the maneuver becomes unreadied and they cannot regain it until they once again ready maneuvers.

    Thief of Time
    You may steal time from creatures you slay.
    Prerequisites: Apocalyptic Path (Time) or ability to use a Malison from the Apocalyptic Path of Time of least Lesser or higher grade.
    Benefit: When you kill a creature with a Malison from the Path of Time you may immediately take an extra standard or move action. You may only gain 1 extra action this way per round no matter how many creatures you kill with Malisons from the Path of Time in a single round.

    Walking Wasteland
    Your powers kill nearby plants when used.
    Prerequisites: At least 2 invocations from the Death and/or Waste paths.
    Benefit: Whenever you use an invocation you kill all normal plants within 5-ft of you. If there are no plants within 5-ft of you this effect expands (5-ft radius at a time) until at least one square of it has plant-life. If you have the Wither Plants invocation the area is increased to a minimum of 5-ft per grade and any plant creatures within the area take 1d6 radiation or negative energy damage per grade of invocation used.

    Wolf of the Fimbulwinter
    Your connection to the final winter binds you with the wolves which symbolize it.
    Prerequisites: Path of the Apocalypse (Fimbulwinter), Hunger of the Wolf
    Benefit: Handle Animal and Survival are always class skills for you for any class you may possess, and any ranks bought cross-class in these skills are immediately converted into 2 ranks each (if this would push you over the limit of how many ranks you may have in a single skill then you may immediately retrain any excess ranks). You gain the ability to speak with wolves and wolf-like magical beasts (for example worgs or winter wolves) as if under the effects of Speak with Animals and Tongues and may use Wild Empathy when dealing with such creatures as a druid of their character level. In addition you gain a +4 bonus to Handle Animal, Ride, and Wild Empathy checks dealing with wolves and wolf-like magical beasts.
    Peanut Half-Dragon Necromancer by Kurien.

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  11. - Top - End - #11
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    Default Re: Doomsayer (3.5 Base Class)

    Major Adaptations and Class Variants:

    Martial Doomsayers: Some doomsayers feel the call of the apocalypse in a different way than most. While their souls still resonate with one of the paths of apocalypse and the end of days its magic manifests through them differently. Their power is more visceral and physical, pushing towards a certain supernatural swordsmanship instead of the pure magic of other doomsayers. While they may dabble in speaking the words of final doom, the whispers in their souls manifest more directly guiding their actions, teaching them the way of the Edge of Apocalypse. This supernatural martial discipline was never taught by Reshar nor accepted by his disciples. Instead it springs forth from the mad whispers of doom which fill its practitioners’ heads and sometimes is taught to others through arduous training.

    Martial doomsayers trade their usual invocations known progression for full BAB, d8 hit dice, good Fortitude saves, and warblade maneuver progression/recovery with maneuvers chosen from Edge of Apocalypse and a discipline determined by their Apocalyptic Path. If the associated skill for this discipline is not already a Doomsayer class skill they add it to their class skill list. They do retain Malisons, and continue to gain access to higher grades of malisons known at the regular levels, and may use the Extra Invocation feat to pick up other doomsayer invocations as normal for that feat. They also gain proficiency in all martial weapons which are discipline weapons for the Edge of Apocalypse and their second discipline and gain Improved Unarmed Strike as a bonus feat if unarmed strike is one of the discipline weapons for their second discipline.

    Secondary Discipline by Path:
    • Cosmic: Protean Hunter
    • Destruction: Stone Dragon
    • Fimbulwinter: Winter’s Howl (Desert Wind but all references to Fire are replaced with Cold and vice versa; this extends to allowing them to take feats requiring Desert Wind and to the effects of such feats).
    • Gotterdamerung: White Raven.
    • Necrosis: Shadow Hand
    • Plague: Shadow Hand
    • Time: Diamond Mind
    • Waste: Tiger Claw.


    Epic Doomsayer


    Resonating with the end of all reality an Epic Doomsayer stands upon the dagger's edge; they can be the savior that turns back the final darkness, or the monster that casts the world forever into it.

    Hit Die: d6

    Skill Points at Each Additional Level:
    4 + Int modifier

    Invocations: The epic doomsayer's caster level is equal to his class level. He does not learn additional invocations.

    Augury: At 23rd level and every 3 levels higher than it, an epic doomsayer gains an extra daily use of their Augury ability.

    Bonus Feats: The epic doomsaer gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on). Bonus feats must be chosen from the following list.

    Epic Doomsayer Bonus Feats: Additional Magic Item Space, Damage Reduction, Energy Resistance, Epic Apocalyptic Focus, Epic Easy Malisons, Epic Extra Invocation1, Epic Malison Skill, Epic Spell Penetration, Extended Lifespan, Fast Healing, Herald of Twin Dooms, Improved Combat Casting, Living Bomb, Opened 5th Sign, Plague Father, Sire of the Apocalypse, Spellcasting Harrier, Superior Initiative, Unfiltered Whispers.

    1: Found here.

    New Epic Feats


    Epic Apocalyptic Focus:
    Prerequisites: Apocalyptic Focus and Greater Apocalyptic Focus in the chosen path, at least 1 Greater Invocation from the selected path.
    Benefits: Add +1 to the Difficulty Class for all saving throws against invocations from the path of apocalypse you select to focus on. This stacks with the bonuses from Apocalyptic Focus and Greater Apocalyptic Focus.
    Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different path of apocalypse.

    Epic Easy Malisons:
    Prerequisites: Easy Malisons, 7 or more Malisons, access to Dark Invocations.
    Benefits: You may use any Least Malison and the bonus Lesser Malison associated with any Path of the Apocalypse you have the 3rd Sign associated with as a swift action. Your caster level for that malison, and character level for the Malison Mastery feat, are considered 4 lower than normal when doing so.

    Epic Malison Skil:
    Your skill and ability with the simplest curses of destruction is unparalleled.
    Prerequsites: Ability to use 1 Malison of the Dark grade.
    Benefits: You caster level for Malisons increases by 1.

    Herald of Twin Dooms:
    Prerequisites: Future Twice Doomed x2, 5th Sign of the Apocalypse in at least one path.
    Benefit: You gain 2 Signs of the Apocalypse that you do not already have. These signs do not need to be from the same Apocalyptic Path, and you must have all lowered number signs for that Apocalyptic Path (you can use one gained from an instance of this feat to qualify for another gained with the same instance).
    Special: You may take this feat multiple times, each time you do it grants you 2 more signs.

    Living Bomb:
    You contain the powers of the weapons of the Final War within your body, simply waiting to be released.
    Prerequisites: Arrow of Destruction, Energized Magical Pulse, Leave Only Shadows, 3rd Sign of Waste.
    Benefit: Your aura granted to you by the 3rd Sign of Waste increases in potency dealing +2d6 damage. Whenever you take 50 or more damage from a single attack (including a spell) you may release a burst of destructive energy as a free action even if it is not your turn. This burst deals 1d6 radiation damage per 3 caster levels you have in a single invocation using class in an area up to 50-ft radius centered around you, a Reflex save (DC 10 + 1/2 character level + Charisma modifier) halves this damage. If you received at least 100 damage you may also dispel all magical effects in the area as if with Energized Magical Pulse you may choose whether this affects effects on you.

    In addition the area of all Waste path malisons you use is increased by 50%, you may choose to suppress this ability as a free action performed as part of the malison.

    Opened Fifth Sign:
    You are able to call upon the highest forces of the apocalypse more easily and more often than others.
    Prerequisites: Fifth Sign of the Apocalypse (any), Concentration 26 or more ranks.
    Benefit: Any Fifth Sign ability usable X/week is now usable X/day, any usable X/year is now usable X/month, and any usable X/month is now usable X/week. If it was already usable a number of times per day it can now be used an additional time each day.
    Special: You may take this feat multiple times, its effects stack (taking it twice makes X/week into X+1/day and X/year into X/week).

    Plague Father:
    You are in tune with the plagues you create, able to harvest energy from them, and to grant them a horrible virulence.
    Prerequisites: 4th Sign of Plague, Healing Contagion, Sustaining Plague, Virulence
    Benefit: You gain Fast Healing equal to the number of disease infected creatures within 60-ft of you (maximum 1/2 your Character Level).

    In addition diseases inflicted by your Invocations cannot be cured while you are alive. If a spell or effect would cure them they are instead merely suppressed for 1d3 days.

    Sire of the Apocalypse:
    You truly are a master of your Apocalyptic Path.
    Prerequisites: Scion of the Apocalypse in the selected path.
    Benefit: Select a path you have Scion of the Apocalypse for, you may use all Invocations of the selected path.

    Unfiltered Whispers:
    The whispers of the ends of day pour into your mind unfiltered and direct.
    Prerequisites: Dark Foresight, Peer into the Book of Lore, and Whispers of Personal Doom.
    Benefit: All Insight bonuses you receive are increased by 2.

    Your Know the Hour ability has a 96% chance of being accurate, as does your Augury and Divination spell-like abilities.

    In addition 1/day at the beginning of your turn you may declare that the last 2 rounds which just happened was just your premonition resetting time to the beginning of your turn 2 rounds earlier.
    Last edited by Zaydos; 2014-09-11 at 05:43 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  12. - Top - End - #12
    Titan in the Playground
     
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    Default Re: Doomsayer (3.5 Base Class)

    Doompriest

    Some who hear the whispers of the world's final fate turn towards the path of faith. Some turn towards gods who stand against the tide of destruction, attempting to alloy their apocalyptic powers to those that the gods grant as a means of standing against the final days which whisper in their mind. Others turn towards gods which seek to bring forth the final days, gods like Tharizdun who wish to see the world destroyed, and serve these dark gods as heralds of the coming end. Some of these doom priests turn not to the gods, but to the dread lords beyond reality, acting to ease their entrance in exchange for pseudo-divine power. Other doom priests are simply those doomsayers who have a particular faith, not directly connected to their place in the apocalypse, these are naturally the most disparate group. Finally there are those doom priests who share more in common with ur priests than priests, whose faith is not in the gods but against them; anti-priests, preachers of the secret evils of the gods, zealots dedicated to their undoing.

    Prerequisites:
    Skills: Knowledge (Religion) 8 ranks.
    Spells: Ability to cast 2nd level divine spells and use least invocations.
    Special: Dreams of the End.
    Special: Know the Hour

    HD type: d6.
    Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Oratory) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Truespeak (Int). Plus any class skills granted as cleric skills by Domains and any Knowledge skill associated with their Dreams of the End ability.
    Skill Ranks per Level: 4 + Intelligence modifier.

    Level BAB Fort Ref Will Special Spells
    1 +0 +0 +0 +2 Gnosis, Path of Faith +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    2 +1 +0 +0 +3 1st Seal of Faith +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    3 +2 +1 +1 +3 Let them Hear (DCs) +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    4 +3 +1 +1 +4 Words of Faith +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    5 +3 +1 +1 +4 Progress Sign +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    6 +4 +2 +2 +5 Power in Names +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    7 +5 +2 +2 +5 2nd Seal of Faith +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    8 +6 +2 +2 +6 Greater Words of Faith +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    9 +6 +3 +3 +6 Let them Hear (SR) +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    10 +7 +3 +3 +7 Invoke the Divine +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    11 +8 +3 +3 +7 - +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    12 +9 +4 +4 +8 - +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    13 +9 +4 +4 +8 - +1 level of existing divine spellcasting class and +1 level of existing invocation using class
    14 +10 +4 +4 +9 Progress Sign +1 level of existing divine spellcasting class and +1 level of existing invocation using class

    Weapons and Armor Proficiencies: A doompriest does not gain any new weapon or armor proficiencies.

    Gnosis: A doompriest may use their Wisdom modifier instead of Charisma modifier for the save DCs of any Invocations they possess and for any other facet of an Invocation based upon their Charisma modifier.

    Path of Faith: At 1st level a doompriest selects a Path of Faith indicating the nature of the alloy of their divine and apocalyptic powers. The options are:
    • Dread Servant: You are dedicated to the dread lords outside of reality gaining a portion of their infathomable powers. You gain a +2 profane bonus to Disguise, Intimidate, and Knowledge (Dungeoneering) checks and Disguise and Knowledge (Dungeoneering) are Doompriest class skills for you. As the dread lords are inathema to nature and the gods, you may not be a druid, or spirit shaman, and if you obtain your divine magic from a god you must renounce your god swearing absolute loyalty to one of the Dread Lords. Like an Ur-Priest you are not considered a Servant of the Gods due to your ability to cast divine spells.
    • Godslayer: You are sworn to the destruction and undoing of the gods and their utter annihilation. You gain a +2 profane bonus n Bluff, Disguise, and Use Magic Device checks and both Disguise and Use Magic Device are doompriest class skills for you. If you obtain your divine magic from a god you must renounce your god drawing instead from an ideal, or an alternative source, such as the deific siphoning of an ur-priest. Like an Ur-Priest you are not considered a Servant of the Gods due to your ability to cast divine spells.
    • Herald: You are sworn in the service of a god which desires the end of days, functioning to bring about the apocalypse at their behest. You gain a +2 sacred or profane bonus on Bluff, Intimidate, and Knowledge (Religion) checks. If you serve a deity they must approve of, and desire the coming of, the apocalypse associated with your apocalyptic path.
    • Oracle: You do not fall into one of the other categories, or instead focus your powers towards the study, and prediction, of the apocalypse. You gain a +2 insight bonus on all Knowledge checks and all Knowledge skills are doompriest class skills for you. No additional prerequisites.
    • Savior: You serve as a bastion against the apocalypse, standing with those gods who seek to preserve the world from destruction. You gain a +2 sacred (if your deity is good) or profane (if your deity is not good) bonus to Diplomacy, Gather Information, and Sense Motive checks and Gather Information is a Doompriest class skill for you. You may not serve a god who wants the brand of apocalypse associated with your apocalyptic path to come about.


    1st Seal of Faith (Ex or Su): A doompriest's powers are influenced by their path of faith just as a doomsayer's are influenced by the apocalypse which resonates with their soul. At 2nd level such powers begin to manifest. The powers each doompriest gains are connected to their path of faith, and in the case of Heralds and Saviors their Path of the Apocalypse. If you somehow do not have a path of the apocalypse these abilities default to Destruction.

    Dread Lord (Su): You gain the ability to Wild Shape 1/day, using your doompriest level +5 as your effective druid level, unlike a druid you may not assume the form of animals, and may only assume the form of a small or medium aberration or outsider with the obyrith subtype.

    Godslayer (Su): You gain a +4 profane bonus to AC and saving throws against attacks and abilities of Servants of the Gods.

    Herald:
    • Cosmic (Su): You gain the ability to rebuke and command aberrations as an evil cleric 5 levels higher than your doompriest class level rebukes and commands undead. You may use this ability 3 + Charisma modifier times per day. Aberrations are considered to have turn resistance equal to ½ the higher of their Constitution or Charisma modifiers (minimum +0).
    • Destruction (Su): Allied creatures within 20-ft of you gain a +3 profane bonus to weapon damage with all attacks.
    • Fimbulwinter (Su): You radiate an aura of cold out to up to 20-ft which deals 2d6 cold damage to all creatures other than yourself within the area. You may suppress or reactivate this aura as a swift action, or change its reach to any range up to its max (in 5 foot increments) as a swift action.
    • Gotterdamerung (Ex): You add +1 to the save DC of your effects against any creature whose patron deity’s alignment opposes your gods in at least one respect, and against Servants of the Gods whose alignment opposes your god’s in at least one respect. If your god is true neutral this instead applies if the alignment is not Neutral on either axis (LG, CG, CE, LE).
    • Necrosis (Su): Twice per day you may inflict negative levels with a touch bestowing 1d4 negative levels. This is a supernatural ability.
    • Plague (Su): You may invoke a disease in a touched creature when casting a divine spell to increase your caster level for the spell by 2, do so increases the spell’s casting time to 1 full round action or by 1 full round if it already had an action of 1 full round action or longer.
    • Time (Su): Whenever you use an invocation from the apocalyptic path of time you create a small rift in time and space and may teleport up to 5-ft per grade of invocation used.
    • Waste (Su): Whenever a creature is affected by a divine spell you cast you deal 2 radiation damage to the creature per spell level, you may choose to exempt one or more creatures from this effect.


    Oracle (Ex): You add your levels in Doompriest to your Doomsayer level to determine your access to the Augury, Know the Hour, Know Fate, Know Death, Divination, and Contact Other Plane abilities.

    Savior:
    • Cosmic (Su): You may turn aberrations as a good cleric 5 levels higher than your doompriest class level rebukes and turns undead. You may use this ability 3 + Charisma modifier times per day. Aberrations are considered to have turn resistance equal to ½ the higher of their Constitution or Charisma modifiers (minimum +0).
    • Destruction (Su): 3 times per day you may perform a mending touch as a standard action. This functions as either the Make Whole spell or to restore 10 hp/class level to the target whether they are living, undead, or even constructs.
    • Fimbulwinter (Su): A number of times per day equal to ½ your Wisdom modifier you may ward an area 50-ft in radius per class level against the cold. This ward lasts for 1 day per class level and causes the area to be a pleasant 60-70 degrees, and any creature within the area gains Cold Resistance of 10 +10 per 3 class levels beyond 2nd you possess. This cold resistance does not apply against your effects.

      In addition you are always surrounded by such an aura out to 30-ft, although you may suppress or reactivate it as a standard action.
    • Gotterdamerung (Ex): You may treat Enemies of the Gods (here defined as doomsayers of the Cosmic or Gotterdamerung path, any creature able to initiate maneuvers from the Edge of Apocalypse discipline, ur-priests, aberrations, undead, evil outsiders, any creature with aberration heritage feats, or which is empowered by the Far Realm) as Servants of the Gods for the purposes of your invocations, and feats. Whenever you use an invocation has a special effect against Servants of the Gods it doest not affect creatures with the same patron deity as yourself.
    • Necrosis (Su): You gain the ability to turn undead as a cleric of your class level if you did not have it already, or you may add your Doomsayer and Doompriest levels to your cleric level for the purposes of determining your effective cleric level for turn undead. In addition 1/day you may declare a turn undead attempt you make, before rolling, as a greater turning which destroys any undead which would normally be turned.
    • Plague (Su): A number of times per day equal to your Wisdom modifier you may perform a restoring touch which cures disease and heals ailments on a creature as a combination of the Remove Disease and Lesser Restoration spells. This is a supernatural ability.
    • Time (Ex): You are immune to the following effects unless you willingly allow them to affect you: Cast through Time, Deceleration, Déjà vu, Haste, Slow, Time Hop, Word of Momentary Disruption and any effect which would teleport you or travel you between planes, or any effect which duplicates the effects of any of these spells or abilities. You may still allow yourself to willingly be affected by these effects.
    • Waste (Su): 1/day you may bless a region, 50-ft in radius per class level, with fecundity. This blessing removes any ongoing radiation effects within the area, and if the region is tainted it is cleansed of its taint within the area but tainted objects and creatures within the area can restore this taint. In addition all plants in the region grow at twice the normal rate for 1 year to or as if in a fertile plain (whichever produces greater plant growth; for example it would make a desert or the area of a wither plants effect as fecund as grasslands, but if used in a rain forest would just double the production).


    Let them Hear: At 3rd level a Doompriest gains the Let them Hear ability as a Doomsayer, able to use it to increase invocation save DCs; if they already have this ability they gain the next stage of Let them Hear that a Doomsayer would gain. At 9th level they gain the ability to use it to increase checks made to overcome Spell Resistance, if they already have this ability they gain the ability to increase Caster Level if they did not have it already.

    Words of Faith (Ex): A Doompriest knows the power of words and can weave that power into their spells. Beginning at 4th level a Doompriest may choose to add a verbal component to any divine spell they would cast if it does not already have one, and whenever they cast a divine spell with a verbal component may forgo any somatic component it may have (as if it were stilled). This does not apply if for some reason they do not perform the verbal component or the spell is cast without one (such as a spell with the silent spell metamagic).

    Progress Sign: At 5th level a Doompriest progresses the Sign of their Apocalyptic Path as if they had gained levels in Doomsayer. You gain the next Sign ability associated with your Apocalyptic Path; if you do not have an Apocalyptic Path it defaults of Destruction.

    Power in Names (Su): At 6th level a Doompriest has learned how to draw on the power of names with their divine spells as well as their invocations, allowing them to apply Let them Hear to Divine spells as if they were Invocations.

    2nd Seal of Faith (Ex or Su): At 7th level a Doompriest's powers associated with their Path of Faith improve.

    Dread Servant: You may use your aberration wild shape to assume the form of large aberrations and obyriths and up to 3 times per day. In addition you gain a +4 bonus on all Charisma based checks made to deal with aberrations, obyriths, creatures originating in the Far Realm, or that draw their powers from it (including Cosmic Path Doomsayers).

    Godslayer (Ex): You ignore any Spell Resistance and/or damage reduction possessed by Servants of the Gods and damage dealt by your invocations is always lethal against them regardless of any regeneration they may possess; this portion of the ability is Supernatural in nature. In addition you cannot be affected directly by any salient divine ability, are immune to the divine aura abilities of deities, and may ignore any impeded magic traits enforced by a god in their divine realm. Finally your attacks and spells ignore the Divine Dodge, Divine Shield, and Rejuvenation salient divine abilities.

    Herald:
    • Cosmic (Ex and Su): You gain a bonus Aberrant feat you meet the prerequisites for. As a swift action you may expend a 3rd level or higher spell slot to gain an Aberrant feat you meet the prerequisites for as a bonus feat for 1 minute per class level; this is a supernatural ability. You may also now use your character level to rebuke/command aberrations instead of class level +5.
    • Destruction (Su): Whenever you kill a creature with an invocation you regain an expended divine spell or spell slot. This spell slot can be up to 0 level if the target had 3 or less hit dice, 1st level if they had 8 or less, 2nd level if they have 13 or less hit dice, 3rd level if they have 20 or less hit dice, and 4th level if they have 21 or more hit dice.
    • Fimbulwinter (Su): Whenever you use an invocation to deal cold damage you may expend a divine spell or spell slot to increase the damage dealt by the invocation by +2d6 per spell level, a 0 level spell counting as ½ level; you may only expend one spell or spell slot in this way when using a single invocation.
    • Gotterdamerung (Sp): You gain the ability to use one of Blasphemy, Dictum, Holy Word, Word of Balance, or Word of Chaos as a spell-like ability once per day plus an additional time per day per 2 character levels above 13th; your CL for this ability equals your character level. Your spell-like ability is chosen when you gain this ability and must match your deity's alignment and yours if it is different, or is Word of Balance if your deity is True Neutral regardless of your actual alignment.
    • Necrosis (Ex): Whenever you kill a creature with a spell or invocation that creature rises as a wight 1d4 hours later. In addition you gain immunity to energy drain and death effects.
    • Plague (Su): 2/day when you cast a spell you may temporarily sacrifice the ability to use a single invocation you know with an effective spell level of at least 1 higher than the spell cast to apply the Chain Spell feat to it without increasing its spell level. You lose access to the sacrificed invocation for 1 minute.
    • Time (Su): 1/day when you cast a spell that is a valid target for the Persist Spell feat you may weave an invocation you have other than Rend the Ethers, Unwinding Word, Tear their Time, or Temporal Maelstrom into the spell. You lose access to the woven invocation but the spell is Persisted as if through the Persist Spell feat without increasing its level. You must weave at least a least invocation into a spell of 1st or lower level, a lesser invocation into a spell of up to 3rd level, a greater invocation into a spell of up to 5th level, or a dark invocation into a spell of up to 7th level, this ability can never be used in conjunction with an 8th level or higher spell. A spell persisted this way cannot also be Extended.
    • Waste (Ex): Whenever you deal radiation damage to a target with an invocation your next spell against that target cast within 1 round gains a +2 to caster level and a +2 to its saving throw DC.


    Oracle (Ex): You add your levels in all divine spellcasting classes, not just doompriest, to your doomsayer level for the abilities listed in the 1st Seal and for Apocalyptic Dreams.

    Savior:
    • Cosmic (Ex and Su): You gain immunity to compulsion effects. Any ally within 20-ft of you gains a +4 bonus on saves versus compulsion effects; this is a Supernatural ability.
    • Destruction (Su): 2/day as an immediate action you may grant a single creature within 20-ft of you a +10 bonus to AC and saving throws until the start of your next turn.
    • Fimbulwinter (Su): You may turn and destroy creatures with the cold subtype as a good cleric of your character level turns undead. In addition as long as your aura granted by the 1st Seal is active any creature striking you in melee without a reach weapon takes 1d6+your Wisdom modifier fire damage.
    • Gotterdamerung (Su): When an Enemy of the Gods within 100-ft casts a spell, uses a spell-like ability, or initiates a martial maneuver you may expend a divine spell or spell slot of the same level as the spell, spell-like ability, or maneuver or higher to counter the effect. If used to counter a martial strike they may still make any normal melee attack, charge, or full attack that would have been included in the maneuver.
    • Necrosis (Su): You produce an aura which stretches 20-ft from you and s harmful to the undead dealing 1d6 damage + 1d6 damage per point of Charisma bonus you possess (if positive) to all undead which begin their turn within the aura or enter it. In addition by performing a 1 hour ritual you may bless all corpses within 100-ft per class level so that they can never rise as the undead.
    • Plague (Su): Whenever you heal a creature more than 20 hit points with a healing spell you may also cure 1 disease afflicting them. In addition 1/day you may infect a creature with a healing disease. That creature gains fast healing 1 for 1 hour, any creature they come into physical contact with while they have this fast healing also gains it for the remaining duration with the ability to pass it on as the original target could.
    • Time (Su): A number of times per day equal to 2 plus your Charisma modifier you may, as an immediate action, attempt to counter any spell, spell-like ability, magic item, or even extraordinary ability of the following: Celerity or its derivations, Deceleration, Déjà vu, Haste, Slow, Temporal Acceleration, Time Hop, Time Stop, any teleportation or planar travel effect or spell of the teleportation subschool, any invocation from the path of time, or any spell or effect which duplicates the effects thereof. To successfully counter the ability you must make an opposed Wisdom check against its source gaining a +4 bonus on your Wisdom check, if you succeed the ability is expended as if used but fails.
    • Waste (Su): When you use the 1st Seal ability its area is increased to 500-ft radius per class level. In addition 1/day when you would be within the area of an effect which deals damage over an area or you or a creature within 30-ft are targeted by an effect which deals radiation damage you may absorb the effect as an immediate action negating the effect and gaining an energy pool equal to the damage that would have been dealt on a failed save to 1 target. This energy remains in the pool for 1 hour or until expended. You may spend energy from this pool to heal living creatures an amount of hit points equal to the energy expended, doing so is a standard action with a range of touch.




    Greater Words of Faith (Su): At 8th level a Doompriest's power of words improves. When they cast a divine spell with a verbal component it no longer requires any divine focus, any focus which costs 100 GP or less, and/or any material focus which costs 5 GP or less.

    Invoke the Divine (Su): At 10th level a Doompriest has fully alloyed their apocalyptic and divine powers making them almost into a single unified whole. You may prepare doomsayer invocations as if they were Divine spells of their effective spell level; if you cast divine spells spontaneously you may choose 1 invocation of each spell level which is added to your spells known and change these invocations 1/day when you regain spell slots. Any invocation with a duration longer than 10 minutes per caster level other than Permanent has its duration reduced to 10 minutes per caster level.

    Beyond 10th level: Theurge classes are typically intended to be entered at 7th level and takes a character 10 levels (up to 17th) leaving them with 4 levels in which they must return to either slowed duel progression or progressing just one of their two sides. The last 4 levels of this PrC are presented as an option for DMs who wish to avoid this problem. At 14th level it gains the 5th level Progress Sign ability once more allowing them to still obtain the 3rd Sign of the Apocalypse.
    Last edited by Zaydos; 2014-11-18 at 04:54 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Zaydos's Avatar

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    Default Re: Doomsayer (3.5 Base Class)

    And now I think with this post I've got enough reserved so feel free to post as you want, give me your comments and such; tell me what you'd like to see, any other paths of apocalypse, etc.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Doomsayer (3.5 Base Class)

    I clap.

    I clap.

    I clap.

    I open my three-fold hearts and dance the ballet that shall end the world.

    ... at least, once I've read through the Invocations. It looks rather stellar at the moment, though.
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    Default Re: Doomsayer (3.5 Base Class)

    I like it.

    Needs either an epic progression of some kind or a link to the Harbinger of Endings epic PrC that is in Librim Eternia.

    Luckily, I have certain things bookmarked....lol
    Avatar by niezck1! Thanks!

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    Default Re: Doomsayer (3.5 Base Class)

    Added an Epic Progression and some Epic Feats.
    Peanut Half-Dragon Necromancer by Kurien.

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    PirateGirl

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    Default Re: Doomsayer (3.5 Base Class)

    This is terrific. Darn it, I want a PDF of all it with pretty layout, because it deserves it. Alas too much for me to go through all at once.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Doomsayer (3.5 Base Class)

    And I have finally added one of the 3 PrCs I had planned: the DOOMPRIEST1!!!!!!!!!

    It's a divine caster-doomsayer theurge which comes in 5 semi-distinct flavors: Aberration worshiper, God-hater, Servant of a Doomgod, Taking a Stand against the Apocalypse, and Miscellaneous/Prophet.

    1: Needs better name, suggestions are welcome.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

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    Halfling in the Playground
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    Default Re: Doomsayer (3.5 Base Class)

    This is absolutely amazing! I definitely am going to use this for my campaign!

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