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LEAST INVOCATIONS

Dark Arcana- Least 2nd-You invoke this ability to become adept at all things magical. You gain a +6 bonus on
Spellcraft, Use Magic Device, and Concentration checks for a period of 24 hours. Lurker At
The Threshold- Least 2nd- You can use this invocation to summon one or more pseudonatural creatures, as the
Summon Monster II spell except that summoned creatures have the Pseudonatural template instead of the Celestial
or Fiendish templates. Also, this invocation has a duration of Concentration instead of 1 round per caster level.
Silver Tongue - Least 2nd-When you call upon this invocation, your speech becomes clearer and more precise.You
gain a +6 bonus on Truespeak checks for a period of 24 hours. Spiritual Slave-
Least 2nd-A barely visible shadowy spirit is called to your aid. It mimics the spell Unseen Servant, although you
can only have one active at a time. If you cast Spiritual Slave again, the first vanishes. Vile
Toughness- Least 2nd-The durability of your dark ancestors flows within you. For 24 hours you gain 1 additional
hp per HD you possess. Bonuses from multiple casting of this invocation don't stack. If you do cast it in the same 24
hour period, the number of your additional hit points is back to maximum of 1 hp per HD.

LESSER INVOCATIONS
Dark Dispel- Lesser 3rd- This invocation mimics the spell Dispel Magic as cast by a Sorcerer of your Warlock
level. If Psionics are used in your campaign along with the Psionics Is Different variant, then this invocation either
does nothing to powers or functions as the Negate Psionics spell described on page 66 of the EPH with respect to
psionic powers, at your DM's option.
Mirror Warrior- Lesser 4th- This invocation functions as the arcane spell Mirror Image. Additionally, the images
count as flankers for you, but this bonus is lost any time when the person being flanked knows which images is the
real caster (such as by using other means of detection, successfully attacking them, or being attacked by them),
unless the caster and images change their locations (e.g. by taking a five foot step). Note: Since images
must remain within five feet of the caster or another image, there must be at least three images to successfully flank
an opponent.

Ravage the Mind Lesser; 5th You may use probe thoughts at will, though its range is reduced to touch and the
victim must be paralyzed, helpless, or otherwise unable to resist your prolonged touch. If your victim fails their
saving throw, you may also alter their memories as per the spell modify memory. Victims who are normally immune
to mind-affecting effects are not immune to this intimate invasion, though they are still entitled to a saving throw
and spell resistance as per the standard rules.

Scry Past-Lesser; 3rd "Want


to learn what!? Hmph… Why, go ahead, youngling, book's on the shelf! If you want to tremble in bed all night so
badly you'll actually pay for it, then who am I to stop you?"
—Unknown, Warlock Lorekeeper This invocation was
initially given by demon lords to their favored warlocks who shared their joy in causing pain and destruction. These
warlocks took sadistic pleasure in what they were shown, and then, out of ill will, they shared their knowledge with
the rest, for the opporturnity to watch them shiver in disgust whenever they'd dare to use it.
Scry Past allows you to perceive past events, 1 year/caster level in the past at best. This effect will remain active
until you dismiss it, dispel it, or fall unconscious. You experience these past events as if you were there: you can see,
hear, smell, taste, touch and feel anything you could have if you have been present. These visions are effectively
phantasmal illusions, so you may be damaged or otherwise influenced by past surroundings(with the exception of
falling, since you can still see and feel the surface you're standing on), weapons, spells etc. unless you make a
successful Will saving throw(the DC is 10+Spell Level), but nothing in the vision can detect your presence.
Creatures and objects involved in the event appear as fluorescent and icorporeal to your eye, and pass through
present objects and creatures as if those weren't there. If any of them (or what's left of them) are presently in your
line of sight, those will seemingly emit light as well. Whatever you may find is unaffected by currently present
natural or magical darkness. You may only experience a single past event at a time, and making out details may
require Spot and /or Listen checks - or simply moving closer, if applicable. Unless you specify
something about the event you'd like to see when you cast the spell or your specifications are not applicable, Scry
Past shows you the oldest event yet to be seen in the area involving violence, disorder or an evil deed of any kind.
Once the horrific/chaotic parts of a vision are over, the invocation immediately tries to show you another, different
vision; you'll have to pass a Will save every round if you want to stick to an event once the magics cease to
cooperate with you(the DC is 10+spell level+1/round). You can also force the invocation to show you another event,
specific or otherwise, or dismiss the effects, if you pass a DC 10+spell level Concentration check.

Water Descender-Lesser; 3rd- You can use this invocation to adapt with submersion in water. Gain ability to
breathe water as well as air, and also gain +10 to listen while submerged in water. You are immune to nonlethal
damage while submerged in water. While this invocation is in effect, you have a -2 penalty to Dexterity on land.
This effect lasts for an hour per caster level, or until you wish to end it (ending it is a swift action).

GREATER INVOCATIONS
Cunning Insight-Greater; 6th- The dark powers favor you with a brief glimpse of the near future, allowing you to
plan a countermeasure to any dangers you face. You gain an insight bonus equal to your Charisma bonus on all
saving throws for a period of 24 hours. You also gain an insight bonus to your attack rolls of an equal value for the
duration. These bonuses can never exceed your invoker level. Special: The benefits of this
invocation do not stack with those from dark one's own luck.

Eldritch Gambit- Greater; 7th-Once per round as an interrupt action even when it isn't your turn, you can use this
invocation to attempt to counter a spell as if you were using greater dispel magic, except there is no maximum limit
on the dispel check. In addition, you gain a bonus to the dispel check equal to your Charisma modifier.
Unfortunately, this gambit takes a toll. You take 1 point of Constitution damage each time you use this ability.

Free Squirming- Greater; 4th-You can use this invocation to lose the encumbrance of firm body structure. You
gain freedom of movement, and bludgeoning damage you take are halved. This effect lasts for a minute per caster
level.

DARK INVOCATIONS Cloak


of Shadows-Dark; 9th- While actively using the Hide and Move Silently skills, your profile blends in so perfectly
with the terrain you're hiding in that you become temporarily impervious to all manner of heightened senses or
detection effects, including spells such as true seeing and senses like Blindsight, Earth Sense, Lifesense, or
Mindsight. Only a natural Spot or Listen check has any chance of detecting you. If you perform any action that
would normally bring you out of stealth, the effect ends until such time that you go into hiding once more. In
addition, you can hide in plain sight as a move action as long as there's a shadow or darkness nearby.

Enslave Soul-Dark; 8th- As the Dominate Person spell, but with a duration of 1 hour/level.
Heart of Darkness-Dark 9th-This invocation infects your heart with a seed of negative energy. You are protected
as if by the spell death ward, and negative energy (such as from an inflict spell) heals you rather than damages you.
If you are a living creature, positive energy (such as a cure spell) still heals you as well. In addition, whenever you
are under the effects of fast healing, such as when you have activated your fiendish resilience class feature, you heal
1 point in each damaged abiliy score every round, and 1 point in all drained ability scores every hour (if appropriate

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