Invocations


Complete Arcane

Least Eldritch Essence Invocations

Frightful Blast: Target must make Will save or become shaken.

Sickening Blast: Target must make Fortitude save or become sickened.

Least Blast Shape Invocations

Eldritch Spear: Blast range increases to 250 feet.

Hideous Blow: Melee attack channels eldritch blast.

Least Invocations

Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.

Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks.

Breath of the Night: Create a fog cloud as the spell.

Dark One’s Own Luck: Gain a luck bonus on one type of saves.

Darkness: Use darkness as the spell.

Devil’s Sight: See normally in darkness and magical darkness.

Earthen Grasp: Use earthen grasp as the spell.

Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.

Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks.

Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.

See the Unseen: Gain see invisibility as the spell and darkvision.

Spiderwalk: Gain spider climb as the spell and you are immune to webs.

Summon Swarm: Use summon swarm as the spell.

Lesser Eldritch Essence Invocations

Beshadowed Blast: Target must make Fortitude save or become blind for 1 round.

Brimstone Blast: Blast deals fire damage and target must make Reflex save or catch fire.

Hellrime Blast: Blast deals cold damage and target must make Fortitude save or take –2 penalty to Dexterity.

Lesser Blast Shape Invocation

Eldritch Chain: Blast jumps from initial target to secondary targets.

Lesser Invocations

Charm: Cause a single creature to regard you as a friend.

Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.

The Dead Walk: Create undead as the animate dead spell.

Fell flight: Gain a fly speed with good maneuverability.

Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.

Hungry Darkness: Create shadows filled with a swarm of bats.

Stony Grasp: Use stony grasp as the spell.

Voidsense: Gain blindsense 30 feet.

Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.

Walk Unseen: Use invisibility (self only) as the spell.

Wall of Gloom: Use wall of gloom as the spell.

Greater Eldritch Essence Invocations

Bewitching Blast: Target must make Will save or be confused for 1 round.

Noxious Blast: Target must make Fortitude save or be nauseated.

Repelling Blast: Target must make Reflex save or be knocked back.

Vitriolic Blast: Blast ignores spell resistance and deals acid damage for several rounds.

Greater Blast Shape Invocation

Eldritch Cone: Blast takes the shape of a cone.

Greater Invocations

Chilling Tentacles: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area.

Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.

Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.

Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.

Wall of Perilous flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.

Warlock’s Call: Use sending as the spell, but risk damage from recipient.

Dark Eldritch Essence Invocation

Utterdark Blast: Target must make Fortitude save or gain two negative levels.

Dark Blast Shape Invocation

Eldritch Doom: Blast affects all enemies within 20 feet.

Dark Invocations

Dark Discorporation: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.

Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.

Path of Shadow: Use shadow walk as the spell and speed up natural healing.

Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.

Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.

BALEFUL UTTERANCE

Least; 2nd

You speak a single syllable of the Dark Speech (described in Book of Vile Darkness), affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect.

BEGUILING INFLUENCE

Least; 2nd

You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.

BREATH OF THE NIGHT

Least; 1st

A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.

DARK ONE’S OWN LUCK

Least; 2nd

You are favored by the dark powers if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level.

DARKNESS

Least; 2nd

You can use darkness as the spell.

DEVIL’S SIGHT

Least; 2nd

You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.

EARTHEN GRASP

Least; 2nd

You can use earthen grasp as the spell (see page 104).

ELDRITCH SPEAR

Least; 2nd; Blast Shape

This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to 250 feet with no range increment.

ENTROPIC WARDING

Least; 2nd

When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked).

FRIGHTFUL BLAST

Least; 2nd; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.

HIDEOUS BLOW

Least; 1st; Blast Shape

As a standard action, you can make a single melee attack. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect.

LEAPS AND BOUNDS

Least; 2nd

You invoke this ability to gain amazing agility. You gain a +6 bonus on Balance, Jump, and Tumble checks for 24 hours.

MIASMIC CLOUD

Least; 1st

A misty cloud of fog spreads in a 10-foot radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute.

SEE THE UNSEEN

Least; 2nd

When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as see invisibility). You also gain darkvision out to 60 feet for a period of 24 hours.

SICKENING BLAST

Least; 2nd; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally.

SPIDERWALK

Least; 2nd

You can grant yourself the ability to spider climb (as the spell) with a duration of 24 hours. While this invocation is in effect, you are unaffected by webs (either mundane or magical).

SUMMON SWARM

Least; 2nd

You can use summon swarm as the spell with this invocation. Unlike the spell, this invocation has a duration of concentration instead of concentration + 2 rounds.

BESHADOWED BLAST

Lesser; 4th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round.

BRIMSTONE BLAST

Lesser; 3rd; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage.

Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action to extinguish the flames or the duration expires. The fire damage persists for 1 round per five class levels you have.

For example, a 15th-level warlock deals 2d6 points of fire damage for 3 rounds after the initial brimstone blast attack. A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast.

CHARM

Lesser; 4th

You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its comrade. This is a language-dependent ability. Other than these differences, this ability works as the charm monster spell. You can never havemore than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.

CURSE OF DESPAIR

Lesser; 4th

You can use this invocation to bestow a curse upon a touched opponent (as bestow curse). Even if the save against this ability succeeds, the creature takes a –1 penalty on attack rolls for 1 minute.

ELDRITCH CHAIN

Lesser; 4th; Blast Shape

This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit.

You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there.

Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast).

You must make a separate spell penetration check for each target, if applicable.

FELL FLIGHT

Lesser; 3rd

When you use this invocation, the powers of darkness bear you aloft as you sprout a streaming, winglike cape of shadows. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.

FLEE THE SCENE

Lesser; 4th

You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it.

HELLRIME BLAST

Lesser; 4th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a –4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.

HUNGRY DARKNESS

Lesser; 3rd

You can create an area of shadow (as the darkness spell) that is filled with bats (as the bat swarm, page 237 of the Monster Manual, except the swarm fills every square occupied by the darkness). The hungry darkness is stationary.

You are immune to the attacks of your own hungry darkness, but you are still subject to the effect of the darkness. The hungry darkness remains as long as you concentrate on it (like concentrating on a spell), plus 2 rounds thereafter. If the bat swarm is destroyed, the darkness disappears as well.

STONY GRASP

Lesser; 3rd

You can use stony grasp (see page 124) as the spell.

THE DEAD WALK

Lesser; 4th

You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level.

VOIDSENSE

Lesser; 4th

You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 30 feet for 24 hours.

VORACIOUS DISPELLING

Lesser; 4th

You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).

WALK UNSEEN

Lesser; 2nd

You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.

WALL OF GLOOM

Lesser; 2nd

You can use wall of gloom (see page 129) as the spell.

BEWITCHING BLAST

Greater; 4th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. This is a mind-influencing effect.

CHILLING TENTACLES

Greater; 5th

This invocation allows you to conjure forth a field of soul- chilling black tentacles that ooze from the ground, groping for victims.

This invocation functions identically to the Evard’s black tentacles spell, except that each creature within the area of the invocation takes 2d6 points of cold damage each round. Creatures in the area take this cold damage whether or not they are grappled by the tentacles.

DEVOUR MAGIC

Greater; 6th

This invocation allows you to deliver a targeted greater dispel magic with your touch.

You gain 5 temporary hit points for each spell level dispelled by this touch. For example, if you successfully dispel a wall of ice, you gain 20 temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points.

If you devour a new spell, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration.

You cannot devour your own invocations.

ELDRITCH CONE

Greater; 5th; Blast Shape

This blast shape invocation allows you to invoke your eldritch blast as a 30-foot cone. The eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.

ENERVATING SHADOW

Greater; 5th

The dark powers cloak you and shield you from harm while draining vitality from nearby foes. This invocation grants you total concealment in any area that isn’t brightly lit (it will not work in daylight or in the radius of a spell with the light descriptor).

In addition, any living creature adjacent to you with this ability active must make a Fortitude save at the beginning of its turn or take a –4 penalty to Strength for 5 rounds. Once a creature is affected by enervating shadow, it cannot be affected again by your enervating shadow for 24 hours. The duration of this ability is 5 rounds, and it can be countered or dispelled by any light spell or effect of equal or higher level.

NOXIOUS BLAST

Greater; 6th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute.

REPELLING BLAST

Greater; 6th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack.

If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone.

Movement from this blast does not provoke attacks of opportunity.

TENACIOUS PLAGUE

Greater; 6th

You can use this invocation to summon a swarm, as the insect plague spell. You add your Charisma modifier to the Fortitude save DC to resist the swarm’s distraction ability. The attacks of any locust swarm summoned by this ability are treated as magic weapons for the purpose of overcoming damage reduction.

VITRIOLIC BLAST

Greater; 6th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have.

For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.

WALL OF PERILOUS FLAME

Greater; 5th

You can conjure a wall of fire as the spell with this invocation. Half the wall’s fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire.

If a creature is reduced to 0 hit points or lower by a wall of perilous flame, its remains are completely consumed 1 round later (as if by a destruction spell).

WARLOCK’S CALL

Greater; 5th

You can use this invocation to send a message as the sending spell. However, a creature unwilling to reply to you can attempt a Will save to turn the sending back on you, dealing 1d10 points of damage to you.

DARK DISCORPORATION

Dark; 8th

One with the powers of darkness, you learn to abandon your body. When you use this ability, you becomes a swarm of Diminutive, batlike shadows that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as you desire). The duration of this ability is 24 hours. In this swarmlike form, you gain the following characteristics and traits.

—Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6.

—Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.

—Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through.

—Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the swarm.

—Swarm Attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your alignment.

—Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level).

—Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form. You can take only move actions (so you cannot use other invocations) while under the effect of dark discorporation.

DARK FORESIGHT

Dark; 9th

You can use foresight as the spell with this invocation. If you are within 100 feet of and have line of sight to the target of the ability, you can communicate telepathically with the target.

ELDRITCH DOOM

Dark; 8th; Blast Shape

This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by you and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.

PATH OF SHADOW

Dark; 6th

This invocation allows you to use shadow walk as the spell. Each hour that you spend shadow walking with this ability, you regain hit points as if you had rested for a full day.

RETRIBUTIVE INVISIBILITY

Dark; 6th

You can use greater invisibility as the spell, but you can target only yourself with the invocation. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-footradius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).

UTTERDARK BLAST

Dark; 8th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.

WORD OF CHANGING

Dark; 5th

You utter a powerful word that transforms a creature into an inoffensive form. This effect functions like the baleful polymorph spell, except that 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.