Alignment
Any evil or chaotic.
Hit Die
d8
Class Skills
The Warlock’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
| Level |
BAB |
Fort |
Ref |
Will |
Special |
Invocations Known |
| 1st |
+0 |
+0 |
+0 |
+2 |
Planar Power I, Eldritch Blast 1d6, Invocation Least |
1 |
| 2nd |
+1 |
+0 |
+0 |
+3 |
Detect Magic |
2 |
| 3rd |
+2 |
+1 |
+1 |
+3 |
Damage Reduction 1 Cold iron Eldritch Blast 3d6 |
2 |
| 4th |
+3 |
+1 |
+1 |
+4 |
Deceive Item |
3 |
| 5th |
+3 |
+1 |
+1 |
+4 |
Eldritch Blast 4d6, Planar Power II |
3 |
| 6th |
+4 |
+2 |
+2 |
+5 |
New Invocation Level (Least & Lesser) |
4 |
| 7th |
+5 |
+2 |
+2 |
+5 |
Damage reduction 2/cold iron, eldritch blast 5d6 |
4 |
| 8th |
+6/+1 |
+2 |
+2 |
+6 |
Bonus Feat |
5 |
| 9th |
+6/+1 |
+3 |
+3 |
+6 |
Eldritch Blast 7d6 |
5 |
| 10th |
+7/+2 |
+3 |
+3 |
+7 |
Energy Resistance 5, Planar Power III |
6 |
| 11th |
+8/+3 |
+3 |
+3 |
+7 |
Damage reduction 3/cold iron, eldritch blast 8d6, new invocation (least, lesser, or greater) |
7 |
| 12th |
+9/+4 |
+4 |
+4 |
+8 |
Jack of All Trades |
7 |
| 13th |
+9/+4 |
+4 |
+4 |
+8 |
Resilience 2 |
8 |
| 14th |
+10/+5 |
+4 |
+4 |
+9 |
Eldritch blast 9d6 |
8 |
| 15th |
+11/+6/+1 |
+5 |
+5 |
+9 |
Damage reduction 4/cold iron, Planar Power IV |
9 |
| 16th |
+12/+7/+2 |
+5 |
+5 |
+10 |
New invocation (least, lesser, greater, or dark) |
10 |
| 17th |
+12/+7+2 |
+5 |
+5 |
+10 |
Eldritch blast 12d6 |
11 |
| 18th |
+13/+7/+3 |
+6 |
+6 |
+11 |
Resilience 5 |
12 |
| 19th |
+14/+9/+4 |
+6 |
+6 |
+11 |
Damage reduction 5/cold iron |
13 |
| 20th |
+15/+10/+5 |
+6 |
+6 |
+12 |
Eldritch Blast 14d6 planar apotheosis |
14 |
Class Features
Planar Power I
At level one a Warlock must choose a planar source of power in order to gain powers in the future. The warlock has three choices to choose from:
Abyssal: Warlocks with this power source may have a demonic appearance, These warlocks have also been known to be wicked and vile with great intent of anarchy. Gain One of the following as a bonus feat: Bonus Feats: Cleave, Empower Spell-like ability, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).
Infernal: Warlocks of Infernal source are more often than not diabolical. They often tend to be very methodical. Gain One of the following as a bonus feat: Blind-Fight, Combat Expertise, Deceitful, Extend Spell-like Ability, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.
Fey: Warlocks using Fey sources tend to be very wide spectrum of chaos. They can be very unpredictable at times and are often said to be emotionally powerful; prone to bouts of joy and rage. Gain one of the following as a bonus feat: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell-like Ability, Skill Focus (Knowledge [nature]).
Invocations
You can use any invocation you know at will. They are just as spell-like abilities, except that they ar esubject to arcane spell failure. The DC is 10 + equivalent spell level + Cha modifier.
Eldritch Blast
As a standard action, you can launch a ray with a 60 ft range as a ranged tough attack, dealing damage as listed in the chart. It is as a spell-like ability of a spell level equal to half your warlock level (rounded down).
Detect Magic
As the spell, at will.
Damage Reduction
As listed.
Deceive Item
You may take 10 on Use Magic Device checks.
You may attempt to create a magic item without knowing the spell or spells required (though you still need the right item creation feat, as well as the gp, and time). Roll a Use Magic Device (DC 15 + spell level for arcane spells or 25 + spell level for divine spells). If you succeed, you can make the item; if you fail, you cannot. You may retry this check for that item every time you gain a level.
Bonus Feat
At level 8 a warlock is permitted to take one of the following as a bonus feat: Arcane Strike, Quicken Spell-Like Ability, and Ability Focus
Planar Power II-IV
All Warlocks powers come from either Evil Outsiders (Such as Demons, and Devils), or from Fey. Dependant on which source their power is fueled from; beginning at level 5 they are allowed to choose special powers that hold true to their heritage. New powers can be chosen
Lower Planes Heritage
Claws (Ex) You grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. (Non-Specific)
Corrupting Touch (Sp) You can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your Warlock level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Infernal)
Demon Resistances (Ex) You gain resist electricity 5 and a +2 bonus on saving throws made against poison. (Abyssal)
Infernal Resistances (Ex) You gain resist fire 5 and a +2 bonus on saving throws made against poison. (Infernal)
Strength of the Abyss (Ex) You gain a +2 inherent bonus to your Strength. (Abyssal)
Fiendish Health (Ex) Fast Healing 1, usable up to 20 rounds per day, non-contiguous (Infernal & Abyssal)
Orcus's Carrion Stench (Ex) When desired, the warlock may emit a terrible vile stench in a 10ft radius. Living creatures in the radius (Except the warlock) must succeed at a fortitude save (DC 10 + Warlocks Level + Warlocks Con modifier) or take a -2 penalty on all attack rolls, saves, weapon damage rolls, skill checks, and ability checks for 1 round per class level of Warlock. Furthermore mindless undead creatures within the radius of the stench believe the Warlock to be Undead. (Abyssal only) (Evil Only)
Fey Heritage
Laughing Touch (Sp) You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Woodland Stride (Ex) You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fey Wings (Su) You can grow fey like wings as a standard action, giving you a fly speed of 30 feet with poor maneuverability. The wings can be dismissed as a free action.
At 10th level, you may choose one of the following improvements, or one of the 5th level abilities
Lower Planes Heritage
Improved Claws (Ex) The claws are now considered magic weapons for the purpose of overcoming DR and increase damage by one dice. (Abyssal & Infernal)
Improved Infernal Resistance (Ex) your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. (Infernal)
Hellfire (Sp) You can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of Hell-fire damage per Warlock level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your Warlock level. The DC of this save is equal to 10 + 1/2 your Warlock level + your Charisma modifier. You can use this ability once per day. (Infernal)
Demon Resistances (Ex) Your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4. (Infernal)
Improved Strength of the Abyss (Ex) You gain a +4 inherent bonus to your Strength. This does not stack with your previous bonus of +2. (Abyssal) (Requires the first "Strength of the Abyss")
Improved Fiendish Health (Ex) Your Fast Healing improves to 2 per round. (Infernal & Abyssal)
Orcus's Flesh of The Dead (Ex) Your flesh becomes that like undeath. Your pulse is very hard to detect and you gain the ability to Feign Death (As described in Exemplars of Evil). Undead have a 50% chance or recognizing you as "One of them". Furthermore you gain +1 Natural Armor and Resistance to cold 5. (Abyssal only) (Evil Only)
Fey Heritage
Fleeting Glance (Sp) You can turn invisible for a number of rounds per day equal to your Warlock level. This ability functions as greater invisibility. These rounds need not be consecutive.
Improved Fey Wings (Su) You can grow fey like wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
Improved Woodland Stride (Ex) Magically manipulated thorns and briars no longer affect you.
At 15th level, you may choose an ability below, or one of the previous levels' abilities
Lower Planes Heritage
Greater Strength of the Abyss (Ex) You gain a +6 inherit bonus to your strength. This bonus doesn't stack with previous versions. (Abyssal)
Greater Claws (Ex) The Claws increase one more die in damage and do +2 Vile damage (As described in Book of Vile Darkness). (Abyssal and Infernal)
Dark Wings (Su) You can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action. (Infernal)
Hellfire of Mephistopheles (Su) Your Hellfire ability now has several uses and can be used unlimitedly. This Hellfire is now considered a dark 8th level essence:
(A) Half of the damage dealt is Vile damage (as described in Book of Vile Darkness). (Infernal)
(B) The Hellfire can be used with Eldritch Blast Shape.
(C) Their eldritch blast does hellfire damage. It does not add extra damage based on the warlocks level.
Fiendish Summoning (Su) Creatures summoned by your invocations benefit from the "Fiendish Template". You may choose for the summoned creature not to. (Abyssal)
Greater Fiendish Health (Ex) Your Fast Healing improves to 3 per round. You can also heal 1 point of ability damage per level per day. If reduced to -10 or fewer hit points, you do not die; instead, you automatically initiate your Fast Healing, if available, and continue to heal until you run out of rounds, or you rise above -1 hp and decide to deactivate the ability. (Infernal & Abyssal)
Orcus's Soul Blast (Su) This extremely powerful eldritch essence allows the user to fire off the blast as normal but half the damage dealt is Vile Damage (As described in "Book of Vile Darkness"). The essence has the ability to drain and steal the souls of it's victims. Whenever this blast kills, The warlock gain temporary hitpoints equal to 50% of his opponents max health. This essence can also collect souls in a soul stone upon killing. This eldritch essence is very powerful and costs 1 con point to use it. (Abyssal)
Fey Heritage
Fey Magic (Su) You may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Greater Fey Wings (Su) You can grow fey like wings as a standard action, giving you a fly speed of 120 feet with perfect maneuverability. The wings can be dismissed as a free action.
Jack of All Trades
As Bards receive it.
Planar Apotheosis
At 20th level, you become an outsider of the heritage you are true to (See Below for Details). You journey to an appropriately-aligned plane and attune yourself to it. It becomes your home plane. You may freely transit between your new home plane and your original plane (likely the Prime Material) through normal means of planar travel. Also, once per day, you may plane shift to your home plane.
As an outsider, you gain Darkvision, do not need to eat or sleep, and are unaffected by spells and effects which specifically affect humanoids, such as charm person. However, you are affected by spells and effects which specifically affect outsiders, such as protection from (your alignment).
If you die while not on your home plane, you reform automatically on your home plane 24 hours later, fully intact, with all possessions you had when you died. It takes 1d6 rounds for your body to fade away. If you die on your home plane, you are truly dead, and cannot be raised or resurrected. Only a wish or miracle can restore your life.
Abyssal Demonic Might (Su) At 20th level, the power of your Abyssal heritage flows freely and chaotically in your body. You gain immunity to electricity and poison. You also gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
Infernal Power of the Pit (Su) At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
Fey Soul of the Fey (Su) At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your Warlock level as your caster level
Warlocks Invocation List
Warlock Invocation List Charisma-based Impromptu Invocations.
Each Invocation has a listed Effective Spell Level. Caster level equals Warlock class level.
Invocations are Spell-Like Abilities that have a Somatic component. Arcane Spell Failure chance applies if the Warlock is wearing Medium (or heavier) Armor or a Shield. The Feat: Spell Focus does not apply to Invocations. Feat: Ability Focus can be used with Eldritch Blast. One Eldritch Essence –and– one Blast Shape may be applied to a given Eldritch Blast. The effective spell level is the highest of the Invocations applied. Eldritch Blast remains a Spell-Like Ability with a Somatic component, which is activated as a Standard Action, has no save, and Spell Resistance applies (except in the case of Vitriolic Blast).
Eldritch Essence
Frightful Blast
Invocation (Eldritch Essence)[Mind] [Fear]
Any creature struck by the invoker’s Eldritch Blast also becomes Shaken for 1 minute (WillNeg). Subsequent Frightful Blasts do
not stack, but do reset the duration. Effective Spell Level: 2nd.
Sickening Blast
Invocation(Eldritch Essence)
Any creature struck by the invoker’s Eldritch Blast also becomes Sickened for 1 minute. (FortNeg). Subsequent Sickening Blasts do not stack, but do reset the duration. Effective Spell Level: 2nd.
Blast Shape
Eldritch Spear
Invocation(Blast Shape)
The maximum range of the invoker’s Eldritch Blast increases to 250’ with no range
increment. Effective Spell Level: 2nd.
Hideous Blow
Invocation(Blast Shape)
As a Swift Action, you imbue a weapon with your eldritch blast. You add your eldritch blast damage to your weapon. This effect can be used for 1 round + The Warlocks Charisma Modifier. The invocation applies to only one of the invokers attacks at a time. Effective Spell Level: 1st.
Other Invocations
All-Seeing Eyes
Invocation, S, 1StdAct, Personal, 24hrs(D)
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.Level: 2nd.
Soul Reaving Aura
Least; 2nd
Deals 1 point of damage to every creature in the area that has 0 or fewer hit points. Stable creatures that were at -1 to - 8 hit points become dying, while creatures at -9 hit points die immediately. This spell has no effect on creatures that have 0 or more hit points, if any creature within 10 feet of you dies, you gain temporary hit points equal to its HD (maximum 10) for 1 round.
SERPENT'S TONGUE
Least; 2nd
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.
Call of the Beast
Invocation, S, 1StdAct, Personal, 24hrs(D)
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.Level: 2nd.
Baleful Utterance
Invocation [Sonic] VS, 1StdAct, Close-range, Instantaneous, SR applies
By speaking a syllable of Dark Speech (DOES NOT KILL YOU), the invoker chooses one of the following to occur:
(A) all non-magic glass, crystal, etc., in a 5’ radius Burst that weigh less than 1 lb/lvl are shattered. An attended object gets a Will save to negate. Otherwise, no save.
(B) a single solid object weighing up to 10 pounds per level can be shattered. An
attended object gets a Will save to negate. If an attended object was destroyed, then the
creature touching it must make a Fortitude save of be Dazed for 1 round and Deafened for 1 minute. Effective Spell Level: 2nd.
Other wordly Whispers
Least; 2nd Invocation, S, 1StdAct, Personal, 24hrs(D)
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.
Beguiling Influence
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker receives a +6 bonus on Bluff, Diplomacy, & Intimidate checks. Effective Spell Level: 2nd.
Breath of the Night
Invocation, S, 1StdAct, Instantaneous
Creates a 20’ radius Spread by 20’ high area of mist around the invoker, which grants
Concealment to everyone within it. Does not block Line-of-Sight. The mist dissipates in 1 minute, or can be
dispersed immediately by a Moderate Wind or the fire of a torch. Effective Spell Level: 1st.
Dark One’s Own Luck
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker receives a Luck bonus on one saving throw equal to his/her Charisma modifier (up to his/her Class level). To
change which saving throw benefits, the invoker must first Dismiss the current effect as a Standard Action. Effective Spell Level: 2nd.
Darkness
Invocation [Darkness], S, 1StdAct, Touch, 10min/lvl(D), no SR
Touched object radiates shadowy illumination in a 20’ radius. Creatures in the darkness
have Concealment (20% miss chance). Darkvision cannot see through this spell. The
darkness may be blocked by putting the object in a container. This spell Counters and Dispels spells with the
Light category of equal or lower level. Effective Spell Level: 2nd.
Devil’s Sight
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker may see up to 30’ through normal and magical darkness. Effective Spell Level: 2nd.
Earthen Grasp
Invocation[earth], S, 1StdAct, Close-range, 2rnds/lvl, no save, SR applies>
A Medium-sized arm of soil rises from the targeted hex of earth or sand. It attempts to Grapple any creature in its hex or one that is adjacent. If not directed by the invoker, it attacks randomly. The arm has a Strength of 14 + 1 per three
invoker levels. The arm can make one Grapple attempt per round and does generate an Attack of Opportunity. If successful, it attempts to Pin the target, which does (1d6+Strength modifier) hp of lethal damage each round. The arm has AC 15, Hardness 4, and 3 hp per Invoker level. Effective Spell Level: 2nd.
Entropic Warding
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker is surrounded by chaotic energies, granting the following:
(A) Ranged attacks (including rays) that target the invoker have a 20% miss chance; and
(B) the invoker leaves no track or scent trail (though he/she can still be detected by scent, just not followed by it). Effective Spell Level: 2nd.
Leaps and Bounds
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker receives a +6 bonus on Acrobatics checks.
Effective Spell Level: 2nd.
Miasmic Cloud
Invocation, S, 1StdAct, Instantaneous
Creates a 20’ radius Spread by 20’ high area of mist around the invoker, which grants Concealment to everyone within it. All
creatures (except the invoker) within the mist become Fatigued (FortNeg, SR applies) until 1 round after they leave the area of effect. Does not block Line-of-Sight. The mist dissipates in 1 minute, or can be dispersed immediately by a Moderate Wind or the fire of a torch. Effective Spell Level: 1st.
See the Unseen
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker gains Darkvision 60’ and can see Invisible creatures & objects within his/her range of vision. Effective Spell Level: 2nd.
Spiderwalk
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker receives the following:
(A) able to travel along walls & ceilings like a spider (20’ movement). The invoker does
not loose his/her Dex bonus to AC while climbing, nor do opponents gain a bonus to attack the invoker; and
(B) is unaffected by normal & magical webs.
Effective Spell Level: 2nd.
Summon Swarm
Invocation(sum), S, 1Round, Close-range, Concentration, no save, no SR
Summons either a Swarm of Bats , a Swarm of Rats, or a Swarm of Spiders. The swarm attacks any creatures that are within its area. If there is no creature to attack, the swarm moves to the nearest creature. The invoker has no control over the swarm’s movement or target. Effective Spell Level: 2nd.
Voice of Madness
Invocation(comp)[mind], VS, 1StdAct, Close-range, 1rnd + 1rnd per 2 levels, WillNeg, SR applies
One target is Confused. Below cast this spell at +1 level. Effective Spell Level: 2nd.
Eldritch Essence
Beshadowed Blast
Invocation(eldritch essence)
–Any creature struck by the invoker’s Eldritch Blast also becomes Blind for 1 round (FortNeg, SR applies). Effective Spell Level: 4th.
Brimstone Blast
Invocation(eldritch essence)[fire]
The invoker’s Eldritch Blast does Fire damage (instead of Untyped damage). In addition, any creature struck by the attack Catch Fire (Ref Neg). Catching fire this way lasts for up to 1 round per Warlock level and does 1d6
Fire damage each round. Putting out the fire early is a Full Round Action requiring either a reflex save.
Being struck by multiple Brimstone Blasts does not increase the burning damage per round, but does reset its duration. Effective Spell Level: 3rd.
Hellrime Blast
Invocation(eldritch essence)[cold]
The invoker’s Eldritch Blast does Cold damage (instead of Untyped damage). In addition, any creature struck by the attack receives a –4 penalty to Dexterity for 10 minutes (FortNeg). Being struck by multiple Hellrime Blasts does
not increase the Dexterity penalty, but does reset its duration.
Effective Spell Level: 3rd.
Eldritch Chain
Invocation(blast shape)
If the Eldritch Blast hits its initial target, the invoker may attempt to hit a secondary target who is within 30’ of the initial target. If the blast hits again, the invoker may attempt to “jump” to another secondary target, up to a total of one secondary target per 5 levels. Secondary targets take ½ damage. No creature may be struck more than once by the “chain”. Effective Spell Level: 4th.
Other
Charm
Invocation(charm)[mind][language], VS, 1StdAct, 60’ range, Permanent(D), WillNeg, SR applies
One living creature considers the invoker its ally. Anything the invoker says or does will be treated the same way as if a close friend has done it. If the target is in a threatening situation when the spell is cast, it gets +5 on its save. Any threats from the invoker or his/her allies after the spell is in effect breaks the charm. The invoker may only have one target charmed at a time. Charming a new creature automatically ends the effect on the prior target. Effective Spell Level: 4th.
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.
Curse of Despair
Invocation, VS, 1StdAct, Touch, Permanent(D), WillNeg, SR applies
Touched target is inflicted with one of the following:
(A) –6 on one ability (minimum 1);
(B) –4 penalty on attacks, saves, and skill checks; or
(C) 50% chance of losing each action.If the target succeeds on his/her saving throw, he/she still receives a –1 penalty on attack rolls for 1 minute.This invocation is not effected by Dispel Magic. It can only be removed by Break Enchantment,
Limited Wish, Miracle, Remove Curse, or Wish. Effective Spell Level: 4th.
The Dead Walk
Invocation[evil], S, 1StdAct, Touch, Instantaneous
Animates skeletons and/or zombies from one or more touched corpses. (2 * invoker level) HD of Undead may be animated in one casting & an invoker may only have 4HD/lvl Undead under control (if exceeded, invoker chooses which are “freed”). Undead
controlled via Clerical “Rebuke / Control” ability don’t count against this total. The bodies animated by this invocation turn to
dust after 1 minute per invoker level, unless the invoker uses 25gp per HD of black onyx
as a Material Component, in which case the undead last until destroyed. Effective Spell Level: 4th.
Fell Flight
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker gains a Fly speed equal to his/her Land speed with Good maneuverability.
Effective Spell Level: 3rd.
Flee the Scene
Invocation[teleport], S, 1StdAct, Short-range, Instantaneous + 1 round
Teleports the invoker anywhere within range that can visualize or described by direction.In the invoker’s place is an illusory figment of the invoker that lasts for 1 round. The illusion looks, sounds, smells, & feels like the invoker (as per Major Image) and reacts as he/she would have. The invoker may bring up to his/her maximum carry load with this spell and one willing,
Medium-sized subject per three levels (or the Creature Equivalent). All subjects must be touching, with the invoker touching at least one subject. If the target location is occupied, the invoker (and anyone with him/her) take 1d6 damage & are shunted in a random direction 100’. The invoker cannot act again until the next
round. Effective Spell Level: 4th.
Hungry Darkness
Invocation(sum)[darkness], S, 1StdAct, 0’ range, Warlock Level+CHA Modifier+2rnds, no save, no SR
The 20’ radius around the invoker is filled with shadowy illumination. Each hex of the area-of-effect contains a Swarm of Bats, which attack all creatures in the area except for the invoker. The bats stay in the immobile darkness. The effect ends immediately if all the bats are killed. Creatures in the darkness have Concealment (20% miss chance). Darkvision cannot see through this spell. This spell Counters and Dispels spells with the [light] category of equal or lower level. Effective Spell Level: 3rd.
Stony Grasp
Invocation[earth], S, 1StdAct, Close-range, 1rnd/lvl, no save, no SR
A Medium-sized arm of soil rises from the targeted hex of earth, sand, or unworked stone. It attempts to Grapple any creature in its hex or one that is adjacent. If not directed by the invoker, it attacks randomly. The arm has a Strength of 14 + 1 per three invoker levels. The arm can make one Grapple attempt per round and does generate an Attack of Opportunity. If successful, it attempts to Pin the target, which does (1d6+Strength modifier) hp of lethal damage each round. The arm has AC 18, Hardness 8, and 4 hp per Invoker level. Effective Spell Level: 3rd.
Voidsense
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker gains Blindsense 30’.
Effective Spell Level: 4th.
Voracious Dispelling
Invocation, S, 1StdAct, Medium-range, no SR
Cancels magical spells and effects on a successful Dispel Check (max +10). This spell can be used in one of three ways:
(A) Counterspell – Acts like a standard counterspell except it works against any spell, but a Dispel Check must be made.
(B) Targeted Dispel – Each ongoing spell effect on one target gets a separate Dispel Check. If successful, the spell effect is ended (except for those caused by magic items, which are only suppressed for 1d4 rounds).
(C) Area Dispel – Each target in a 20’ radius Burst gets a Dispel Check against each spell in turn (highest invoker level spell checked first) until one is dispelled or all checks fail. Items are not affected. The invoker does not need to make a Dispel Check to end a spell he/she cast. Each creature that has a spell effect dispelled takes 1 hp per spell ended (no save). Effective Spell Level: 4th.
Walk Unseen
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker becomes Invisible. Effective Spell Level: 2nd.
Wall of Gloom
Invocation(shadow)[darkness][fear][mind], S, 1StdAct, Medium-range, lvl+CHA+ 1rnd/lvl, Will½, SR applies
Creates a 20’ tall wall of ominous shadows that is either up 40’ long -or- up to 15’ radius. Creatures next to the wall have Concealment from the other side, while creatures more than 1 hex way have Total Concealment from the other side. A creature with 6HD or less cannot through the wall without making a Will save. This save can be reattempted for each Move Action the creature wishes to use to get through the wall, but there is a cumulative –1 penalty for each failed save. Effective Spell Level: 2nd.
Eldritch Essence
Bewitching Blast
Invocation(eldritch essence)[mind]
Any creature struck by the invoker’s Eldritch Blast also becomes Confused for 1 round (Will Neg, SR applies). Effective Spell Level: 4th.
Noxious Blast
Invocation(eldritch essence)
Any creature struck by the invoker’s Eldritch Blast also becomes Nauseated for 1 round (Fort Neg, SR applies). Effective Spell Level: 6th.
Repelling Blast
Invocation(eldritch essence)
Any creature up to Medium-size struck by the invoker’s Eldritch Blast also away from the invoker 1d6 hexes and falls Prone (RefNeg, SR applies). If the target strikes a solid object, he/she stops, takes 1d6 damage per 10’ moved, & falls Prone.
Note: the movement does not generate an Attack of Opportunity. Effective Spell Level: 6th.
Vitriolic Blast
Invocation(eldritch essence)[acid]
The invoker’s Eldritch Blast does Acid damage (instead of Untyped damage) (no save, no SR). In addition, any creature struck by the attack continues to take 2d6 Acid damage for 1 round per 5 Warlock. Effective Spell Level: 6th
Blast Shape
Eldritch Cone
Invocation(blast shape), S, 1StdAct
All creatures in a 30’ Cone-shaped Burst take Eldritch Blast damage& effects (Ref½, SR applies).
Effective Spell Level: 5th.
Other
Chilling Tentacles
Invocation(creat)[cold], S, 1StdAct, Medium-range, 1rnd/lvl(D), no SR
A 20’ radius Spread is filled with 10’ tentacles. The tentacles attempt to Grapple every creature within the area of effect. Each
is considered Large-sized, has a Strength 19, and has a Base Attack Bonus equal to its invoker level. Anyone grappled takes 1d6+4 lethal damage each round. All creatures within the area of effect take 2d6 Cold damage per round, even if not being Grappled. Even if not grappled, it is only possible to go half movement through the area of effect. The tentacles are immune to damage, but can be dispelled.Effective Spell Level: 5th.
Devour Magic
Invocation, S, 1StdAct, Touch, Instantaneous
Cancels magical spells and effects by touch on a successful Dispel Check (max +20). Each ongoing spell effect on the touched target gets a separate Dispel Check. If successful, the spell effect is ended (except for those caused by magic items, which are only suppressed for 1d4 rounds). The invoker gains (Spell Level * 5) Temporary HP for the highest level effect dispelled. This does not stack with other Temporary HP (i.e., the invoker only keeps the highest). Effective Spell Level: 6th.
Enervating Shadow
Invocation[darkness], S, 1StdAct, Personal, 5 rounds
The invoker gains Total Concealment when not bright light (such as daylight or within the area-of-effect of a [light] spell).
In addition, any creature adjacent to the invoker receives a –4 penalty to Strength for 4 rounds (FortNeg, SR applies). A given creature may only be affected by a given invoker’s Enervating Shadow once per 24 hours. This invocation is Countered or Dispelled by any spell with the [light] category of equal or higher level. Effective Spell Level: 5th.
Tenacious Plague
Invocation(sum), S, 1Round, Long-range, 1min/lvl, no save, no SR
Summons 1 Locust Swarm(PH p239) per three levels (max 6 swarms). The swarms must be contiguous, but not overlapping. Any creature within a swarm is attacked. The swarms are immobile. The invoker’s Charisma modifier is added to the DC of each Locust Swarm’s distraction ability –and– the swarm’s natural attacks are treated as ‘magic’ for purposes of overcoming Damage Reduction. Effective Spell Level: 6th.
Wall of Perilous Fire
Invocation[fire], S, 1StdAct, Medium-range, CHA + 1rnd/lvl, SR applies
Creates an opaque 20’ tall wall of violet fire that is either 20’ long per level & straight –or– a ring 5’ radius per 2 levels. Damage
caused by the wall is ½ Fire and ½ Untyped. One side (invoker’s choice) causes 2d4 damage within 10’ and 1d4 damage between 10’ & 20’. Going through the wall does 2d6 + 1/lvl (max +20) damage (2x to Undead). If the wall is created on top of someone, the target gets a Reflex save to jump to one side (taking damage if the wrong side is chosen). 20hp of Cold damage in one round will extinguish a 5’ length of wall. Any creature brought to 0 hp by the wall has its body to ash at the end of the following round (though his/her equipment remains). Effective Spell Level: 5th.
Warlock’s Call
Invocation, S, 10Minutes, no SR
Sends a message of 25 words or less to a familiar subject anywhere, who may send back a 25 word response immediately. If the subject is on another plane of existence, there is a 5% chance of the message being lost. If the target makes a Will save, he/she has the option of not replying, but inflicting 1d10 hp of damage upon the invoker instead. Effective Spell Level: 5th.
Eldritch Essence
Utterdark Blast
Invocation(eldritch essence)
Any non-Undead struck by the invoker’s Eldritch Blast also gain two Negative Levels for 1 hour (FortNeg, SR applies). An Undead struck with an Utterdark Blast is healed instead of damaged. Effective Spell Level: 8th.
Binding Blast
Invocation(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. Effective Spell Level: 7th.
Blast Shape
Eldritch Doom
Invocation(blast shape)
All creatures designated by the invoker in a 20’ radius Burst round the invoker take the Eldritch Blast damage & effects (Ref½, SR applies). Effective Spell Level: 8th.
Other
Dark Discorperation
Invocation, S, 1StdAct, Personal, 24hrs(D)
The invoker becomes a Swarm of Diminutivesized shadows shaped like bats that take up 8 contiguous 5’ squares. While in this form, the invoker gains the following:
(A) may only take Move Actions;
(B) Strength score becomes 1;
(C) +6 bonus to Dexterity;
(D) all Armor & Natural Armor bonuses to AC are suppressed;
(E) receive a +4 Size bonus to AC;
(F) receives a Deflection bonus to AC equal to the invoker’s Charisma modifier;
(G) Fly speed 40’ with Perfect maneuverability;
(H) able to pass through openings as a Diminutive-sized creature could;
(I) any creature in the invoker’s spaces at the end of the invoker’s turn takes 4d6 damage, which is treated as ‘magic’ and has the same alignment as the invoker;
(J) any creature in the invoker’s spaces at the beginning of the creature’s turn is Nauseated for 1 round (FortNeg);
(K) spellcasting within the invoker’s spaces requires a Concentration check (DC = 20 + spell level);
(I) all of the invoker’s possessions are absorbed into the swarm and have their abilities suppressed;
(M) not subjected to critical hits, flanking, weapon damage, being tripped, grappled, bull rushed, etc.
(N) immune to spells & effect that target a specific number of creatures (except for mind-affecting);
(O) takes +50% damage from area-of-effect spells;
(P) not vulnerable to wind effects; &
(Q) if reduced to 0 hp or knocked unconscious,
Dark Discorperation ends and the invoker ends up in one of the squares he/she
previously occupied.Effective Spell Level: 8th.
Dark Foresight
Invocation, S, 1StdAct, Touch, 10min/lvl(D)
The invoker receives mental warnings about what may harm the touched subject. If the invoker placed the spell on himself, he
can never be surprised or flat-footed, knows if he/she is being targeted with spells, ranged attacks, sneak attacks, etc., gains a +2 Insight bonus to AC & Reflex saves, & knows in general what to do in order to be safe (such as “close your eyes”, “jump”, “run”). If cast on a different target, the invoker gets the warnings & can pass them on to the subject telepathically if the two are within 100’, otherwise verbally. In this case, neither gets the Insight bonuses.
Effective Spell Level: 9th.
Path of Shadow
Invocation(shadow), S, 1StdAct, Touch, 1hr/lvl(D)
The invoker and up to 1 touched subject per level travel into the Plane of Shadows
(unwilling subjects receive a Will save to negate). Travel can be in two different ways:
(A) Movement in the Plane of Shadows is faster than in the Material Plane, so the party can effectively travel 50 miles/hour. When the desired destination is reached, the party returns to the Material Plane.
(B) The party can travel to a plane of existence that borders the Plane of Shadows. This takes 1d4 hours. In either case, the invoker regains hit-points each hour as if he/she had rested for a full day.
Effective Spell Level: 6th.
Retributive Invisibility
Invocation(glamer)[sonic], S, 1StdAct, Personal, 1rnd/lvl(D)
The invoker is Invisible, even if he/she attacks. If the invisibility is Dispelled, all creatures in a 20’ radius Burst around the invoker take 4d6 Sonic damage (Fort½) and are Stunned for 1 round (FortNeg).
Effective Spell Level: 6th.
Word of Changing
Invocation, VS, 1StdAct, Close-range, Permanent(D), WillNeg, SR applies
The target is permanently transformed into a 1HD animal of up to Small size (such as a dog, lizard, monkey, etc.). If the invoker attempts to transform the target into a form that will be fatal (i.e., a fish on dry land), the target receives a +4 bonus on its save. If the target is transformed, he/she must make a Will save to resist becoming the target animal mentally too.
If the target is transformed, he/she receives a new save 24 hours later to resume his/her normal form (and mentality).
Effective Spell Level: 5th.
Caster's Lament
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. Effective Spell Level: 8th.
Steal Summoning
Dark; 6th
You steal control of a creature. If you succeed on a Invoker level check (DC 11 + the caster level of the summoned creature), you gain control over the target creature as if you had summoned it. If this spell's duration expires before the spell that summoned the creature ends, the target returns to its original master's control at that time. If the original master is no longer available to control it, it becomes free-willed until its original master returns.