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Warlock Invocations

All-seeing eyes
Type utility (Sp) ; Level 4   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 Perception checks. All-seeing eyes lasts for 24 hours.  
Baleful Utterance
Type utility (Sp) ; Level 1   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 your terrible word. This is a sonic effect.  
BEGUILING INFLUENCE
Type utility (Su) ; Level 4   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
Type utility (Sp) ; Level 1   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.  
Call of the Beast
Type utility (Su) ; Level 4 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.  
CASTER’S LAMENT
Type utility (Sp) ; Level 16   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.  
CHARM
Type utility (Sp) ; Level 8   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.  
CHILLING TENTACLES
Type utility (Sp) ; Level 10   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.  
Cold confort
Type utility (Sp) ; Level 8 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.  
CURSE OF DESPAIR
Type utility (Sp) ; Level 8   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.  
DARK DISCORPORATION
Type utility (Sp) ; Level 16   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
Type utility (Sp) ; Level 18   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.  
DARK ONE’S OWN LUCK
Type utility (Su) ; Level 4   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
Type utility (Sp) ; Level 4   You can use darkness as the spell.  
DEVIL’S SIGHT
Type utility (Su) ; Level 4   You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.  
DEVOUR MAGIC
Type utility (Sp) ; Level 12   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. 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.  
EARTHEN GRASP
Type utility (Sp) ; Level 4   You can use earthen grasp as the spell (see page 104).  
ENERVATING SHADOW
Type utility (Su) ; Level 10   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.  
ENTROPIC WARDING
Type utility (Sp) ; Level 4   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).  
FELL FLIGHT
Type utility (Sp) ; Level 6   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
Type utility (Sp) ; Level 8   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.  
HUNGRY DARKNESS
Type utility (Sp) ; Level 6   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.  
LEAPS AND BOUNDS
Type utility (Su) ; Level 4   You invoke this ability to gain amazing agility. You gain a +6 bonus on Acrobatics checks for 24 hours.  
MASK OF FLESH
Type utility (Sp) ; Level 1   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.  
MIASMIC CLOUD
Type utility (Sp) ; Level 1   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.  
NIGHTMARES MADE REAL
Type utility (Sp) ; Level 10   You can use nightmare terrain as the spell. 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.  
OTHERWORLDLY WHISPERS
Type utility (Su) ; Level 4   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.  
PATH OF SHADOW
Type utility (Sp) ; Level 12   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
Type utility (Sp) ; Level 12   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).  
SEE THE UNSEEN
Type utility (Sp) ; Level 4   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.  
SERPENT’S TONGUE
Type utility (Sp) ; Level 4   Your tongue transforms into that of a serpent, and you gain the scent ability. Additionally, you gain a +5 bonus on saves against poison. This invocation lasts for 24 hours.  
SPIDER SHAPE
Type utility (Su) ; Level 8   You can transform yourself into the form of a Small or Medium fiendish monstrous spider. At 8th level you can transform into a large spider, at 11th you gain the ability to transform into a tiny spider, at 15th you can take the shape of a huge spider, and finally at 20th of a gargantuan spider.  
SPIDERWALK
Type utility (Sp) ; Level 4   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).  
STONY GRASP
Type utility (Sp) ; Level 6   You can use stony grasp as the spell.  
SUDDEN SWARM
Type utility (Sp) ; Level 8  
SUMMON SWARM
Type utility (Sp) ; Level 4   When you kill a living creature with one of your invocations (including eldritch blast), a swarm of spiders bursts from the corpse. This swarm has the same statistics as a normal spider swarm, except that you add your warlock level to its hit points and the save DC for its poison. The swarm is entirely under your mental control, and fights as you direct it. Commanding the swarm is a free action. The swarm remains for a number of rounds equal to your caster level or until it is destroyed. The swarm can take only a standard action in the round when it emerges. At any given time, you can control only one of these swarms. If you slay a second creature when a previous swarm is still active, you can choose either to create a second swarm (in which case the first disappears) or to leave the first swarm active and not create a second one. Sudden swarm lasts for 24 hours or until its effect is triggered.  
TENACIOUS PLAGUE
Type utility (Sp) ; Level 12   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.  
THE DEAD WALK
Type utility (Sp) ; Level 8   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
Type utility (Su) ; Level 8   You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 30 feet for 24 hours.  
VORACIOUS DISPELLING
Type utility (Sp) ; Level 8   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
Type utility (Sp) ; Level 4   You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.  
WALL OF GLOOM
Type utility (Sp) ; Level 4   You can use wall of gloom as the spell.  
WALL OF PERILOUS FLAME
Type utility (Sp) ; Level 10   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
Type utility (Sp) ; Level 10   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.  
WITCHWOOD STEP
Type utility (Su) ; Level 6   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.  
WORD OF CHANGING
Type utility (Sp) ; Level 10   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.

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