Invocations


Complete Mage

LEAST INVOCATIONS

All-Seeing Eyes: As comprehend languages on written material, bonus on Search and Spot checks.

Call of the Beast: Speak with animals and influence their behavior.

Hammer Blast: Eldritch blast deals normal damage to objects.

Otherworldly Whispers: Gain bonus on Knowledge checks.

Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.

Soulreaving Aura: As reaving aura, plus gain temporary hit points if nearby creature dies.

Swimming the Styx: Gain swim speed and ability to breathe water.

LESSER INVOCATIONS

Baneful Blast: Eldritch blast deals extra damage against specified creature type.

Cold Comfort: You and nearby allies protected by endure elements.

Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.

Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.

Mask of Flesh: Touch attack imposes 1d6 Cha penalty and transforms you to look like target.

Relentless Dispelling: As targeted dispel magic, with additional targeted dispel magic the next turn.

Witchwood Step: Walk on water and move through some obstacles unimpeded.

GREATER INVOCATIONS

Caustic Mire: Acidic sludge slows progress, deals damage.

Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.

Hindering Blast: Target of your eldritch blast must succeed on a Will save or be slowed for 1 round.

Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.

Painful Slumber of Ages: Creature falls asleep, takes damage when awakened.

DARK INVOCATIONS

Binding Blast: Target of your eldritch blast must make Will save or be stunned for 1 round.

Caster's Lament: Your touch can break enchantment, and you can counterspell.

Steal Summoning: Take control of another caster's summoned monster.

ALL-SEEING EYES

Least; 2nd

You gain a supernaturally precise vision of the world around you. You gain the benefits of comprehend languages, albeit for written words only. Additionally, you gain a +6 bonus on Search and Spot checks. All-seeing eyes lasts for 24 hours.

CALL OF THE BEAST

Least; 2nd

You gain a rapport with the beasts of the world. You gain the wild empathy ability as a druid of your warlock level and can communicate with animals as if under the effect of speak with animals. This invocation lasts for 24 hours.

HAMMER BLAST

Least; 2nd; Eldritch Essence

You transform your eldritch blast into a hammer blast. The blast deals normal damage to objects, rather than half.

OTHERWORLDLY WHISPERS

Least; 2nd

You hear whispers in your ears, revealing secrets of the multiverse. You gain a +6 bonus on Knowledge (arcana), Knowledge (religion), and Knowledge (the planes) checks for 24 hours.

SERPENT’S TONGUE

Least; 2nd

Your tongue transforms into that of a serpent, and you gain the scent ability (MM 314). Additionally, you gain a +5 bonus on saves against poison. This invocation lasts for 24 hours.

SOULREAVING AURA

Least; 2nd

You can use reaving aura as the spell (see page 114). In addition to the normal effect, if any creature within 10 feet of you dies, you gain temporary hit points equal to its HD (maximum 10) for 1 round.

SWIMMING THE STYX

Least; 2nd

By channeling the fiendish and infamous river, you become an aquatic creature.

Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks; see MM 311). You gain the ability to breathe water as well as air. This invocation lasts for 24 hours.

BANEFUL BLAST

Lesser; 3rd; Eldritch Essence

You transform your eldritch blast into a baneful blast.

This blast deals an extra 2d6 points of damage against creatures of a specific type.

You must select the creature type when you first gain this invocation, and you can’t later change your mind (though you can take this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger’s favored enemy (PH 47), including a subtype if you choose humanoid or outsider.

COLD COMFORT

Lesser; 2nd

Your unnatural aura renders you partly immune to the ravages of the environment.

You remain cool in hot weather and warm in cold weather, as the spell endure elements. Additionally, you radiate a small aura of warmth or cold; allies within 30 feet of you also benefit from this effect. This invocation lasts for 24 hours.

CRAWLING EYE

Lesser; 3rd

One of your eyes leaves your head and sprouts spidery legs. You can see through the eye no matter where it goes, so you can use it to scout or spy. The eye can’t crawl of its own volition, but you can direct it to move or climb up to 20 feet as a move action. Its Climb modifier is equal to your warlock level +8. You can direct a crawling eye in your space to climb back into your eye socket as a move action.

When you use this invocation, your current and full normal hit point totals are reduced by 2 for as long as the eye is detached. The eye is considered a Fine creature with AC 20 and 2 hit points. Its Hide and Move Silently modifiers are equal to your warlock level.

For all other purposes, its statistics are equal to yours. You can’t cast most invocations or spells through the eye, but any spells or invocations that affect your sense of sight—such as devil’s sight, all-seeing eyes, or detect magic— function through the eye as though it was still attached.

If your crawling eye is destroyed, you are dazzled for 1d4 hours, during which time the eye regrows. (If you normally have only one eye, you are blinded instead). At the end of this period, you regain the 2 lost hit points, and the dazzled condition ends.

Only one of your eyes can be used for crawling eye at any time; if your crawling eye is destroyed, you can’t use this invocation again until your eye regrows.

DISEMBODIED HAND

Lesser; 4th

One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attached—manipulating items, delivering attacks with a light or one-handed weapon, or even delivering a touch attack with a spell or invocation that you cast before it detaches. However, it requires you to expend the same action that would have been required—picking up an item takes a move action, making an attack takes a standard action, and so forth.

The hand flies rather than crawls, but it can’t move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action.

When you use this invocation, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached.

The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours.

If your disembodied hand is destroyed, it regrows in 1d4 hours. At the end of this period, you regain the 5 lost hit points.

Only one of your hands can be used for disembodied hand at any time; if your disembodied hand is destroyed, you can’t use this invocation again until your hand regrows.

MASK OF FLESH

Lesser; 3rd

Make a touch attack against a living creature of your size category. If you succeed, your physical appearance (including garb) changes to match his, as disguise self.

In addition, when you use this invocation you can choose to bestow a –1d6 penalty to the touched creature’s Charisma score. This penalty can’t reduce the creature’s Charisma below 1.

A successful Will save by the target negates both effects. A creature that successfully saves can’t be affected by your mask of flesh for 24 hours.

Both effects last for 1 hour per warlock level; if you dismiss the invocation, both effects end.

RELENTLESS DISPELLING

Lesser; 4th

You can use the targeted version of dispel magic, as the spell. The round after you use this invocation, the target of the effect is subjected to another targeted dispel magic at the start of your turn (with no additional action required on your part).

WITCHWOOD STEP

Lesser; 3rd

Your footsteps become supernaturally sure and supportive. Your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can even walk on water, as the water walk spell. This invocation lasts for 24 hours.

CAUSTIC MIRE

Greater; 4th

You can use caustic mire as the spell (see page 98). If you use this invocation a second time while a previous caustic mire is still present, the previous effect ends.

HELLSPAWNED GRACE

Greater; 6th

You take on the form and statistics of a hellcat (MM 54) for a number of rounds equal to 1/2 your warlock level. This is a polymorph effect (see page 91). If reduced to 0 or fewer hit points while in hellcat form, you can’t use this invocation again for 1 hour.

HINDERING BLAST

Greater; 4th; Eldritch Essence

You transform your eldritch blast into a hindering blast. Any living creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the blast.

NIGHTMARES MADE REAL

Greater; 5th

You can use nightmare terrain as the spell (see page 111). In addition to the normal effect, all creatures within the area at the start of your turn take 1d6 points of damage if they do not succeed on Will saves to disbelieve the effect. If you use this invocation a second time while a previous nightmares made real is still present, the previous effect ends.

PAINFUL SLUMBER OF AGES

Greater; 6th

You can use endless slumber as the spell (see page 103). Any creature awakened from this effect by anything other than a successful save takes damage equal to your warlock level (no save).

BINDING BLAST

Dark; 7th; Eldritch Essence

You transform your eldritch blast into a binding blast. Any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect.

CASTER’S LAMENT

Dark; 8th

You can produce a break enchantment effect (as the spell) with your touch. You can only attempt to affect any single magical effect— an ongoing spell, a permanent transformation, a magic item, or the like—once per 24-hour period. In addition, you can use casters lament to counterspell another caster’s spell (of 7th level or lower) as if casting greater dispel magic.

STEAL SUMMONING

Dark; 6th

You can use steal summoning as the spell (see page 118).