InvocationsDragon Magic
ELDRITCH GLAIVELeast; 2nd; Blast Shape Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike hideous blow (Complete Arcane 134), you cannot combine your eldritch glaive with damage from a held weapon. Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your eldritch glaive. These are melee touch attacks. If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your eldritch glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of+6, and again with a base attack bonus of +1. DETERIORATING BLASTLesser; 4th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a deteriorating blast. Any creature struck by a deteriorating blast must succeed on a Fortitude save or have its damage reduction lowered by 5 for 1 minute. If the target has more than one type of damage reduction, this effect applies to all of them. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one. DREAD SEIZURELesser; 4th You speak a word that sends wracking pain through the limbs of a single target creature within 60 feet. Though these seizures are not powerful enough to immobilize the creature, they do reduce all of its speeds by 1/2 (round fractions up to the nearest 5-foot increment). The target also takes a –5 penalty on attacks made against creatures more than 5 feet away from it (or against creatures outside its own space, for creatures with a natural reach of 0 feet). This effect lasts for 3 rounds; a successful Fortitude save negates the effect. IGNORE THE PYRELesser; 4th When you use this invocation, you gain remarkable resilience to any one energy type (acid, cold, electricity, fire, or sonic). For 24 hours, you gain resistance equal to your invocation caster level against the energy type of your choice. If you use this invocation a second time before the duration of the first expires, the new resistance and duration replace the old one. WEIGHTY UTTERANCELesser; 4th You speak a word of the Dark Speech (Book of Vile Darkness 47), causing one flying creature to be forced downward suddenly. You can affect a single target creature within 60 feet. The target must make a Will save or fall 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 1 round. DRAGONWARDGreater; 6th Using this invocation makes you resistant to the attacks and special abilities of dragons for 24 hours. You gain the following benefits, which apply against any creature of the dragon type or the dragonblood subtype (see page 4):
ELDRITCH LINEGreater; 5th; Blast Shape This blast shape invocation allows you to invoke your eldritch blast as a 60-foot line. An eldritch line 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 line can attempt a Reflex save for half damage. PENETRATING BLASTGreater; 6th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a penetrating blast. A penetrating blast gains a +4 bonus on caster level checks made to penetrate a target’s spell resistance. A creature affected by a penetrating blast must succeed on a Will save or have its spell resistance lowered by 5 for 1 minute. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one. IMPENETRABLE BARRIERDark; 7th You can conjure a wall of force as the spell (PH 298) with this invocation. The wall is black and blocks sight of all kind. You can only have one impenetrable barrier in effect at a time. If you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed (such as by a rod of cancellation, a sphere of annihilation, a disintegrate spell, or a Mordenkainen’s disjunction spell), you take 1d10 points of damage. AQUATIC ADAPTATIONLeast; 2nd When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. Your breath weapon functions normally underwater regardless of its effect. The invocation’s effect lasts 24 hours. BEGUILING INFLUENCELeast; 2nd You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for 24 hours. BREATH OF THE NIGHTLeast; 1st A misty cloud of fog spreads in a 20-foot radius around you, as the spell fog cloud (PH 232). 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. Otherwise, the fog disperses on its own after 1 minute. DARKNESSLeast; 2nd You can create magical darkness, as the darkness spell (PH 216). DEAFENING ROARLeast; 2nd You utter a loud roar that fills a 30-foot cone. All creatures within this area that fail a Fortitude save become deafened for 1 hour. DRACONIC KNOWLEDGELeast; 2nd This invocation gives you access to the great ancestral memories of dragonkind. You gain a +6 bonus on Knowledge and Spellcraft checks for a period of 24 hours, and such checks are treated as though you are trained even if you have no ranks in the skill. ENDURE EXPOSURELeast; 3rd With a touch, you grant a creature (or yourself) the ability to withstand hot or cold environments as if affected by the endure elements spell (PH 226). In addition, the target is immune to any effects of your breath weapon. This invocation’s effect lasts for 24 hours. MAGIC INSIGHTLeast; 2nd You can use detect magic as the spell (PH 219). While the invocation is active, you can end the effect as a full-round action to determine all properties of a single touched item (as the identify spell, PH 243, but with no components required). SCALDING GUSTLeast; 2nd You create a strong blast of wind (as the gust of wind spell, PH 238, except that the duration is instantaneous). Any creature within the effect takes 1 point of fire damage per caster level, regardless of whether it succeeds on the Fortitude save to avoid the gust. SEE THE UNSEENLeast; 2nd You grant yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PH 275). You also gain darkvision out to 60 feet for 24 hours. CHARMLesser; 4th You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly regard you as its comrade. This is a language-dependent ability. Other than these differences, this ability works as the charm monster spell (PH 209). You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature. DRACONIC FLIGHTLesser; 3rd When you use this invocation, you sprout spectral wings resembling those of a dragon. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from a forced march. ENERGY RESISTANCELesser; 3rd You gain resistance 10 to acid, cold, electricity, fire, or sonic damage for 24 hours. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new resistance replaces the old one. ENTHRALLING VOICELesser; 6th Your speech causes all enemies within a 40-foot radius of you who fail a Will save to become fascinated. To be affected, targets must have Hit Dice equal to or less than your caster level and must be able to hear you, but you need not share a common language. Affected targets remain fascinated for as long as you continue to speak and concentrate on the effect (up to a maximum of 1 round per level), plus 5 rounds thereafter. Even after the effect ends, any creature that failed its Will save regards you in a better light than it did previously. Its attitude to you is adjusted one step toward friendly (see Influencing NPC Attitudes, PH 72) for the next 24 hours. Multiple uses of this invocation do not further adjust the attitude. This is a mind-affecting effect. FRIGHTFUL PRESENCELesser; 3rd In any round in which you attack or use your breath weapon, you can use this invocation as a swift action. Any enemies within 30 feet of you who fail a Will save become shaken for 10 minutes. This is a mind-affecting fear effect. Dragons and other creatures immune to the frightful presence of dragons are likewise immune to this invocation. HUMANOID SHAPELesser; 3rd You can assume any humanoid form, as the change shape special ability (MM306). You can remain in the form for up to 24 hours or until you take a standard action to assume a new form or return to your natural form. VOIDSENSELesser; 4th You sharpen your hearing and sight, gaining blindsense out to 30 feet for 24 hours. VORACIOUS DISPELLINGLesser; 4th You can use dispel magic as the spell (PH 223). 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 UNSEENLesser; 2nd You gain the ability to fade from view. You can use invisibility (self only) as the spell (PH 245), except that the duration is 24 hours. AURA OF FLAMEGreater; 6th You become wreathed in an aura of orange fire, which gives off light equivalent to a torch. Any creature striking you with a natural weapon or a nonreach melee weapon takes a number of points of fire damage equal to your caster level. If the attacker has spell resistance, it applies to this effect. BALEFUL GEASGreater; 6th You place a magical command on a living creature to carry out a service or to refrain from an action or course of activity, as you desire. The creature’s Hit Dice must be no more than your class level. Twenty-four hours after the target becomes affected by this invocation, it takes 1d4 points of Strength damage; this damage repeats every 24 hours thereafter. If the target’s Strength is reduced to 0, the invocation immediately ends. Creatures immune to Strength damage instead take 2d4 points of damage every 24 hours. This invocation otherwise functions as the geas/quest spell (PH 234). CHILLING FOGGreater; 6th You create a cold magical fog, as the solid fog spell (PH 281). Each creature within the area takes 2d6 points of cold damage at the start of its turn. You can have only one chilling fog in place at a time; creating a second chilling fog automatically dismisses any chilling fog you previously created. DEVOUR MAGICGreater; 6th You can deliver a targeted greater dispel magic (PH 223) with your touch, gaining 5 temporary hit points for each spell level dispelled. 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 hit points gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations. DRACONIC TOUGHNESSGreater; 5th You gain temporary hit points equal to your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value). TERRIFYING ROARGreater; 5th You utter a powerful roar that fills a 30-foot cone. All creatures within the area whose Hit Dice are equal to or less than your caster level become panicked for 1 round. Any creature that succeeds on a Will save is shaken for 1 round instead, during which time it cannot make a melee or ranged attack against you, nor target you with a spell or other effect. This is a mind-affecting fear effect. WINGSTORMGreater; 5th You must have either draconic flight or greater draconic flight active in order to use this invocation. Your spectral wings create a storm of winds around you, pushing away and knocking down nearby creatures. All creatures within 20 feet of you are pushed away until they are at least 25 feet away and then knocked prone. A successful Fortitude save negates the effect; creatures more than one size category larger than you are immune. If an affected creature encounters an obstacle (such as a wall or another creature), both it and the obstacle each take 2d6 points of damage (as if they had fallen 20 feet). DRACONIC FLIGHT, GREATERDark; 7th As draconic flight, except that your fly speed is 30 feet faster than your land speed, and your maneuverability is perfect. ENERGY IMMUNITYDark; 8th You gain immunity to acid, cold, electricity, fire, or sonic damage for 24 hours. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new immunity replaces the old one. INSTILL VULNERABILITYDark; 7th You imbue a single creature within 30 feet with vulnerability to a particular type of energy (acid, cold, electricity, fire, or sonic). A successful Fortitude save negates the effect; creatures that have immunity to the chosen energy type automatically succeed on the saving throw to resist this effect. The vulnerability lasts for 24 hours or until you use the invocation on the creature a second time, in which case the first effect ends and the new vulnerability and duration take effect. PERILOUS VEILDark; 7th You instantly change the appearance of one or more subjects, as the veil spell (PH 298). Any creature that succeeds on a Will save to disbelieve (and thus see through) the glamer takes 5d6 points of damage. Spell resistance applies against this secondary effect. |