Warlock
Beguiling Influence
Invocation Type: Least
Spell Level Equivalent: 2
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.
Beshadowed Blast
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 4
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, giving it a 50% chance to miss in combat, removing any Dexterity bonuses to AC, adding an additional -2 penalty to AC, and causing it to move at half speed.
Bewitching Blast
Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 4
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. A confused target will either wander randomly, attack a random nearby creature (even allies), or simply stand still. This is a mind-influencing effect.
Brimstone Blast
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 3
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 the duration expires. The fire damage persists for 1 round per five class levels you have. 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
Invocation Type: Lesser
Spell Level Equivalent: 4
You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its trusted friend. However, it remains friends with its old companions, as well. Due to its divided loyalties, it finds itself unable to attack either its new or old allies for the duration of the spell. This lasts for 3 rounds + 1 for every two class levels you have. 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.
Chilling Tentacles
Invocation Type: Greater
Spell Level Equivalent: 5
This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. For every round that a creature is caught in the area of effect, it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage. Each attack can be resisted with a successful Fortitude save. In addition, each creature within the area of the invocation takes 2d6 points of cold damage each round regardless of whether they are struck by any tentacles. The tentacles last for 6 seconds per caster level.
Curse of Despair
Invocation Type: Lesser
Spell Level Equivalent: 4
You can use this invocation to bestow a permanent curse upon a touched opponent, lowering all the target's ability scores by 2 if the target fails its Will save. This curse does not stack with itself or with the effects of the bestow curse spell. Even if the save against this invocation succeeds, the target takes a -1 penalty on attack rolls for 10 rounds.
Dark Foresight
Invocation Type: Dark
Spell Level Equivalent: 9
Your dark powers allow you to glimpse the future, granting you damage reduction 10/alchemical silver for 1 round per warlock level. However, once you've taken 10 points of melee damage per caster level (maximum 150 points of damage at level 15), the effect ends immediately.
Dark One's Own Luck
Invocation Type: Least
Spell Level Equivalent: 2
You are favored by the dark powers if you have this invocation. You gain a luck bonus to all saving throws equal to your Charisma bonus for 24 hours.
Darkness
Invocation Type: Least
Spell Level Equivalent: 2
You can create an area of deepest shadow at range in a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. This invocation functions like the darkness spell, including countering or dispelling any light spell of equal or lower level. The darkness created by this invocation lasts for 6 seconds per caster level.
Devil's Sight
Invocation Type: Least
Spell Level Equivalent: 2
You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness.
Devour Magic
Invocation Type: Greater
Spell Level Equivalent: 6
This spell attempts to strip all magical effects from a single target, or remove the strongest magical effect from a group of targets. To dispel an effect, you make a caster level check (1d20 + your caster level, maximum of +15) against a DC of (11 + the caster level of the targeted spell's caster). You make a caster level check against each effect on the target. For each spell effect that is successfully removed, you gain twice your warlock level in temporary hit points (which add to your maximum hit points). These temporary hit points fade after 1 minute
Draining Blast
Invocation Type: Least; Eldritch Essence
Spell Level Equivalent: 2
In addition to normal eldritch blast damage, the draining blast forces any creature struck to make a Will save or become slowed. A slowed creature moves and attacks at a drastically reduced rate, taking a -1 penalty on attack rolls, AC, and Reflex saves and moving at half its normal speed. Multiple slow effects don't stack. This invocation counters and dispels haste.
Eldritch Chain
Invocation Type: Lesser; Blast Shape
Spell Level Equivalent: 4
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 additional targets within 30 feet of the first target, making additional ranged touch attacks and dealing damage to the secondary targets if successful. The chain will automatically attempt to jump to additional 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. The additional targets are chosen by the whim of the eldritch power, the caster cannot control where the chain jumps. Each new target must be within 30 feet of the previous one and you can hit the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there.
Eldritch Cone
Invocation Type: Greater; Blast Shape
Spell Level Equivalent: 5
This blast shape invocation allow 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.
Eldritch Doom
Invocation Type: Dark; Blast Shape
Spell Level Equivalent: 8
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 all targets within a 20 foot area. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
Eldritch Spear
Invocation Type: Least; Blast Shape
Spell Level Equivalent: 2
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.
Entropic Warding
Invocation Type: Least
Spell Level Equivalent: 2
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf 's acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance. Other attacks that simply work at a distance, such as a dragon's breath weapon, are not affected. Additionally, you gain a +4 bonus to your Move Silently and Hide checks. The effects of the invocation last for 60 seconds per caster level.
Flee the Scene
Invocation Type: Lesser
Spell Level Equivalent: 4
You and your party also become temporarily hasted, gaining an additional attack, a 50% movement bonus, a +1 bonus to attack rolls and an additional +4 dodge bonus to AC for 30 seconds.
Frightful Blast
Invocation Type: Least; Eldritch Essence
Spell Level Equivalent: 2
In addition to normal eldritch blast damage, the frightful blast forces any creature struck to make a Will save or suffer become shaken for 10 rounds, taking a -2 penalty to attack rolls, saving throws, and ability checks. Creatures with more than 6 HD are immune to the fear effect.
Hellrime Blast
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 4
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.
Hideous Blow
Invocation Type: Least; Blast Shape
Spell Level Equivalent: 1
This invocation charges your melee attack with the power of an eldritch blast. If you successfully hit with your melee attack, the target is affected as if struck by your eldritch blast. This damage is in addition to any weapon damage that you deal with your attack, although the eldritch blast effect will trigger even if no damage is caused by the weapon itself. This invocation lasts until you successfully hit with your melee attack.
Leaps and Bounds
Invocation Type: Least
Spell Level Equivalent: 2
You invoke this ability to gain amazing agility. This gives you a +4 Dexterity bonus and a +4 bonus to your Tumble skill for 24 hours.
Noxious Blast
Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 6
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 suffer the effects of being dazed for 10 rounds. A dazed creature will do nothing except defend itself.
Retributive Invisibility
Invocation Type: Dark
Spell Level Equivalent: 6
You can use greater invisibility, as the spell, but only on yourself. The effect lasts for three rounds. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-foot-radius 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
Invocation Type: Least
Spell Level Equivalent: 2
When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects. You also gain darkvision, allowing you to see normally even when it's dark. Both effects last for a period of 24 hours.
Tenacious Plague
Invocation Type: Greater
Spell Level Equivalent: 6
This invocation summons masses of biting and stinging insects. One swarm is summoned for every three class levels. A swarm has a +4 base attack bonus (with an additional to hit bonus based on the caster's Charisma x 2) and deals 2d6 points of magical damage when it hits. A swarm dissipates after three rounds. Tenacious plague does not stack with itself - if the warlock uses this invocation while swarms still exist, the current swarms will be replaced with the new swarms.
The Dead Walk
Invocation Type: Lesser
Spell Level Equivalent: 4
You can summon undead skeletons or zombies with your infernal power. This invocation lasts 1 hour per level. The type of undead created is dependent on your warlock level:
Levels 1 to 5: Skeleton
Levels 6 to 9: Zombie
Level 10 or more: Skeletal Warrior
Utterdark Blast
Invocation Type: Dark; Eldritch Essence
Spell Level Equivalent: 8
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. The effects of this invocation do not stack with further applications of utterdark blast.
Vitriolic Blast
Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 6
This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and 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.
Voracious Dispelling
Invocation Type: Lesser
Spell Level Equivalent: 4
This spell attempts to strip all magical effects from a single target. To dispel an effect, you make a caster level check (1d20 + your caster level, maximum +10) against a DC of (11 + the caster level of the targeted spell's caster). You make a caster level check for each effect on the target. If any spells on the target are dispelled, the target takes 1 point of damage per two spell levels of the caster (no save, but spell resistance applies).
Walk Unseen
Invocation Type: Lesser
Spell Level Equivalent: 2
You become invisible. The effect ends immediately if you attack or cast a spell. Otherwise, the effect lasts 24 hours.
Wall of Perilous Flame
Invocation Type: Greater
Spell Level Equivalent: 5
You conjure a curtain of fire that deals 2d6 points plus the warlock's Charisma modifier of fire and magic damage to any creature that attempts to pass through it. Half the wall's fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. The curtain of flame lasts for 3 rounds before dissipating.
Word of Changing
Invocation Type: Dark
Spell Level Equivalent: 5
You utter a powerful word that transforms you into a fearsome horned devil for 60 seconds per caster level.