ALL-SEEING EYES Least; 2nd 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 and Sense Motive checks. All-seeing eyes lasts for 24 hours
BALEFUL UTTERANCE Least; 2nd 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 by your terrible word. This is a sonic effect.
BEGUILING INFLUENCE Least; 2nd 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 Least; 1st A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. 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 Least; 2nd 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.
COCOON OF REFUSE Least, 1st You can cause various bits of trash or other material to surround a target within 60ft. If it fails a Reflex save it is entangled for 1 round per caster level. The subject can end the effect with a DC 20 Escape Artist or Strength check as a standard action.
DARK ONE'S OWN LUCK Least; 2nd 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 Least; 2nd You can use darkness as the spell.
DEVIL'S SIGHT Least; 2nd You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 60 feet.
DRAIN ESSENCE Least; 2nd This ephemeral claw reaches into a single creature within 60 feet. Unless the creature succeeds on a Fortitude save, it takes 1d4 point of essence burn. A creature without essence instead takes 1d4 point of Wisdom damage.
EARTHEN GRASP Least; 2nd You can use earthen grasp as the spell.
ELDRITCH GLAIVE Least; 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 it 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 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 you can make multiple attacks in a full attack such as from haste or BAB you can make them with the glaive when using it as a full-round action.
ELDRITCH KNOWLEDGE Least; 2nd This invocation gives you access to the knowledge of the Great Beyond. 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.
ELDRITCH SPEAR Least; 2nd; Blast Shape 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 with no range increment.
ENDURE EXPOSURE Least; 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. In addition, the target gains a +4 bonus to saves vs your invocations as well as the effects of evasion and stalwart vs your invocations. This invocation's effect lasts for 24 hours.
ENTROPIC WARDING Least; 2nd 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.)
FRIGHTFUL BLAST Least; 2nd; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.
HAMMER BLAST Least; 2nd; Eldritch Essence You transform your eldritch blast into a hammer blast. The blast deals normal damage to objects, rather than half.
HIDEOUS BLOW Least; 1st; Blast Shape As an attack action, you can make a single melee attack. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect.
LEAPS AND BOUNDS Least; 2nd You invoke this ability to gain amazing agility. You gain a +6 bonus on Acrobatics and Athletics checks for 24 hours.
MIASMIC CLOUD Least; 1st 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.
SCALDING GUST Least; 2nd You create a strong blast of wind (as the gust of wind spell, 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 UNSEEN Least; 2nd 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 or increase the range of your existing darkvision by 30ft. This invocation lasts for 24 hours.
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.
SICKENING BLAST Least; 2nd; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally.
SOULREAVING AURA Least; 2nd You gain a 10ft aura that does 1/2 your caster level in damage to creatures at or below 0 HP at the start of their turn. In addition, if any creature within your aura dies, you gain temporary hit points equal to its HD for 1 round. This invocation lasts for 24 hours.
SPIDERWALK Least; 2nd 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).
SUMMON SWARM Least; 2nd You can use summon swarm as the spell with this invocation.
SWIMMING THE STYX Least; 2nd By channeling the fiendish and infamous river, you become an aquatic creature. 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 invocations function normally underwater regardless of their effects. The invocation's effect lasts 24 hours.
BANEFUL BLAST Lesser; 3rd; Eldritch Essence You transform your eldritch blast into a baneful blast. This blast counts as a bane weapon (+2 enhancement bonus and 2d6 additional damage) against creatures of a specific type. You must select the creature type when you first gain this invocation, and you can't later change your mind (though you can take this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger's favored enemy, including a subtype if you choose humanoid or outsider.
BESHADOWED BLAST Lesser; 4th; Eldritch Essence 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.
BRIMSTONE BLAST Lesser; 3rd; Eldritch Essence 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 it takes a full-round action to extinguish the flames or the duration expires. The damage persists for 1 round per five class levels you have. A creature struck by multiple brimstone blasts takes an additional 1d6 damage per round for each blast after the first.
CHARM Lesser; 4th 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 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.
CRAWLING EYE Lesser; 3rd One of your eyes leaves your head and sprouts spidery legs. You can see through the eye no matter where it goes, so you can use it to scout or spy. The eye can't crawl of its own volition, but you can direct it to move or climb up to 20 feet as a move action. Its Athletics modifier is equal to your caster level +8. You can direct a crawling eye in your space to climb back into your eye socket as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 2 for as long as the eye is detached. The eye is considered a Fine creature with AC 20 and 2 hit points. Its Stealth modifier is equal to your caster level + 16. For all other purposes, its statistics are equal to yours. You can't cast most invocations or spells through the eye, but any spells or invocations that affect your sense of sight—such as devil's sight, all-seeing eyes, or detect magic—function through the eye as though it was still attached. If your crawling eye is destroyed, you are dazzled for ld4 hours, during which time the eye regrows. (If you normally have only one eye, you are blinded instead.) At the end of this period, you regain the 2 lost hit points, and the dazzled condition ends. Only one of your eyes can be used for crawling eye at any time; if your crawling eye is destroyed, you can't use this invocation again until your eye regrows.
CURSE OF DESPAIR Lesser; 4th 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 and saves for 1 minute.
THE DEAD WALK Lesser; 4th 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.
DETERIORATING BLAST Lesser; 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.
DISEMBODIED HAND Lesser; 4th One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attached—manipulating items, delivering attacks with a light or one-handed weapon, or even delivering a touch attack with a spell or invocation that you cast before it detaches. However, it requires you to expend the same action that would have been required—picking up an item takes a move action, making an attack takes a standard action, and so forth. The hand flies rather than crawls, but it can't move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached. The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Stealth modifier is equal to your caster level + 12. For all other purposes, its statistics are equal to yours. If your disembodied hand is destroyed, it regrows in ld4 hours. At the end of this period, you regain the 5 lost hit points. Only one of your hands can be used for disembodied hand at any time; if your disembodied hand is destroyed, you can't use this invocation again until your hand regrows.
DREAD SEIZURE Lesser; 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 attack rolls. This effect lasts for 3 rounds; a successful Fortitude save negates the effect.
ELDRITCH CHAIN Lesser; 4th; Blast Shape 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 secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit. You can "jump" the chain to one secondary 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. Each new target must be within 30 feet of the previous one, and you can't target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there. You must make a separate spell penetration check for each target, if applicable.
ENTHRALLING VOICE Lesser; 6th Your speech causes all enemies within a 40-toot 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 for the next 24 hours. Multiple uses of this invocation do not further adjust the attitude. This is a mind-affecting effect.
FELL FLIGHT Lesser; 3rd 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 Lesser; 4th You can use dimension door as a spell-like ability, although the range is limited to close (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.
HELLRIME BLAST Lesser; 4th; Eldritch Essence 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 be entangled for 1 minute.
HUMANOID SHAPE Lesser; 3rd You can assume any humanoid form, as alter self. 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.
HUNGRY DARKNESS Lesser; 3rd You can create an area of shadow (as the deeper darkness spell) with radius 20ft that is filled with bats (as the bat swarm, except the swarm fills every square occupied by the darkness and has your hit points). 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 4 rounds thereafter. If the bat swarm is destroyed, the darkness disappears as well.
IGNORE THE PYRE Lesser; 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.
MASK OF FLESH Lesser; 3rd Make a touch attack against a living creature of your size category. If you succeed, your physical appearance (including garb) changes to match theirs, as disguise self. In addition, when you use this invocation you can choose to deal 1d6 damage to the touched creature's Charisma score. A successful Will save by the target negates both effects. The disguise lasts for 1 hour per caster level.
RELENTLESS DISPELLING Lesser; 4th You can use dispel magic as the spell. The round after you use this invocation, the target of the effect is subjected to another targeted dispel magic at the start of your turn (with no additional action required on your part).
SPIDER-SHAPE Lesser; 3rd You can transform yourself into the form of a small or medium spider as vermin shape; at 12th caster level you can assume the form of a tiny or large spider as vermin shape II.
STEAL ESSENCE Lesser; 4th You can use this invocation to steal essence from a touched opponent for your own use. Unless the creature succeeds on a Fortitude save, it loses 1d4 +1 point of essence for every 5 caster levels, and you gain temporary essence equal to the amount lost. The gained essence fades after 1 minute per level, though the essence lost heals as burn normally after the duration. If a creature fails its save against this invocation, it can't be affected by it again for 24 hours. A target without essence takes an equal amount of Wisdom damage instead, though you still gain essence normally.
STONY GRASP Lesser; 3rd You can use stony grasp as the spell.
SUDDEN SWARM Lesser; 4th 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.
THIEVES' BANE Lesser, 3rd You can produce a hold portal effect as the spell. In addition should anyone open the portal by any means including spells before the duration expires, the portal explodes doing 5d6 damage to all creatures within 20ft of that side of the door. Each creature except the one that triggered the effect can attempt a Reflex save for half damage. Spell Resistance does not apply against this damage.
VOIDSENSE Lesser; 4th You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 60 feet for 24 hours.
VORACIOUS DISPELLING Lesser; 4th You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1d6 point of damage per level of the spell effect (no save).
WALK UNSEEN Lesser; 2nd You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.
WALL OF GLOOM Lesser; 3nd You create a barrier of ominous shadow within medium range that obscures vision and blocks line of sight, including darkvision for 1 round per level. The wall is a 10ft square per level and insubstantial, so creatures can move through it, but any enemy doing so must make a Will save or become confused for 1 round. Wall of gloom counters or dispels any light spell of equal or lower level.
WEIGHTY UTTERANCE Lesser; 4th You speak a word of the Dark Speech, causing one flying creature to be forced downward suddenly. You can affect a single target creature within medium range. The target must make a Will save or fall 10 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. On a succesful save the creature still falls 10ft.
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.
AKASHIC BLAST Greater; 6th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into an akashic blast. Any living creature whose alignment is opposed to at least one component of yours must succeed on a Fortitude save or be dazed for 1 round. (For example, a chaotic good warlock would daze lawful good, lawful neutral, lawful evil, neutral evil, and chaotic evil opponents.) If the creature also has an essence pool, it also takes 1 point of essence burn if it fails the save. Other living creatures take the normal damage for your eldritch blast but are not dazed. Nonliving creatures are entirely unaffected by an akashic blast. You can bind essence in this invocation as if it were a veil. Every point of essence bound in your akashic blast invocation increases the damage dealt by the blast by 1d6 points, but only against living creatures whose alignment is opposed to at least one component of yours.
AURA OF COLD Greater; 6th You become wreathed in an aura of blue fire, which gives off light equivalent to a torch. Any creature striking you with a natural weapon or a nonreach melee weapon takes 1d6 cold damage per caster level with a Reflex save for half. If the attacker has spell resistance, it applies to this effect.
BEWITCHING BLAST Greater; 4th; Eldritch Essence 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 minute in addition to the normal damage from the blast. This is a mind affecting effect.
CAUSTIC MIRE Greater; 5th You can use caustic mire as the spell, except all damage dealt is 2d6 instead of 1d6. If you use this invocation a second time while a previous caustic mire is still present, the previous effect ends.
CHILLING FOG Greater; 6th You create a cold magical fog, as the solid fog spell. Each creature within the area takes 4d6 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.
CHILLING TENTACLES Greater; 5th 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 black tentacles spell, except that each creature within the area of the invocation takes 4d6 points of cold damage each round. Creatures in the area take this cold damage whether or not they are grappled by the tentacles.
DEVIL'S TOUGHNESS Greater; 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).
DEVIL'S WHISPERS Greater, 5th You can use a suggestion effect as the spell. Additionally when the duration ends, the task is complete, or the target makes its initial save they must make a second Will save at a -5 penalty. If the second save fails the subject completely forgets you were the one who suggested the course of action. A successful break enchantment can rid them of this delusion, but dispel magic and similar effects can not. You can have a number of devil's whispers active at one time equal to your Charisma modifier.
DEVOUR MAGIC Greater; 6th This invocation allows you to deliver a targeted or area greater dispel magic with a medium range ranged touch. You gain 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. If you use this invocation again, 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.
DRAGONWARD Greater; 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: • Immunity to frightful presence. • Damage reduction 5/— against natural weapons (this stacks with similar damage reduction you might already have, such as from barbarian levels). • Resistance 20 against any acid, cold, electricity, fire, or sonic damage dealt by a breath weapon.
ELDRITCH CONE Greater; 5th; Blast Shape This blast shape invocation allows you to invoke your eldritch blast as a 40-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 LINE Greater; 5th; Blast Shape This blast shape invocation allows you to invoke your eldritch blast as a 120-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.
ENERVATING SHADOW Greater; 6th 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 of greater level). In addition, any living creature adjacent to you while this ability is active must make a Fortitude save at the beginning of its turn or take 4 Str damage. This invocation lasts 1min per level.. It can be countered and dispelled by any light spell or effect of equal or higher level, and counters and dispels light spells of an equal or lower level when cast.
HELLSPAWNED GRACE Greater; 6th You take on the form of a Hellcat as a polymorph effect, including its pounce, grab, rake, and Invisible in Light abilities. You become large size and gain a +4 size bonus to Strength. This invocation lasts 1 min/level.
HINDERING BLAST Greater; 4th; Eldritch Essence You transform your eldritch blast into a hindering blast. Any living creature struck by a hindering blast must succeed on a Will save or be slowed (as the spell) for 1 minute in addition to the normal damage from the blast.
NIGHTMARES MADE REAL Greater; 5th 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 ld6 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.
NOXIOUS BLAST Greater; 6th; Eldritch Essence 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 be nauseated for 2 rounds.
PAINFUL SLUMBER OF AGES Greater; 6th You can use endless slumber as the spell. Any creature awakened from this effect by anything other than a successful save takes damage equal to your warlock level (no save).
PENETRATING BLAST Greater; 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.
REPELLING BLAST Greater; 6th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any creature struck by a repelling blast must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this blast does not provoke attacks of opportunity.
TENACIOUS PLAGUE Greater; 6th You can use this invocation to summon swarms, as the insect plague spell. You add your Charisma bonus to the Fortitude save DC to resist the swarm's poison and distraction abilities. The attacks of any swarm summoned by this ability are treated as magic weapons for the purpose of overcoming damage reduction.
TERRIFYING SCREAM Greater; 5th You utter a horrid shriek that fills a 30-foot cone. All creatures within the area are 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.
VITRIOLIC BLAST Greater; 6th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically takes half the total damage on following rounds. This acid damage persists for 1 round per five class levels you have.
WALL OF PERILOUS FLAME Greater; 5th You can conjure a wall of as the spell with this invocation. Half the wall's 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 Greater; 5th 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.
WINDSTORM Greater; 5th You must have either fell flight or greater fell flight active in order to use this invocation. Your spectral cloak creates 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. 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).
AKASHIC SHROUD Dark; 8th Your incarnum shroud grants you concealment (20% miss chance) from all attackers, though you do not suffer any miss chance against others because of this invocation. You gain 1 point of essence when this invocation is in effect. The duration of the invocation is 24 hours. You can bind essence in this invocation as a veil. Every point of essence invested in your akashic shroud invocation grants you a +1 insight bonus to your Armor Class and on your Fortitude saving throws. If your akashic shroud is dispelled during this time, the essence remains in place, taking effect once again when you activate the invocation.
BINDING BLAST Dark; 7th; 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.
CASTER'S LAMENT Dark; 8th 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 as if casting greater dispel magic.
DARK DISCORPORATION Dark; 8th 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.
DARK FORESIGHT Dark; 9th 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.
ELDRITCH DOOM Dark; 8th; Blast Shape 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 nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by you and within 40 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
ENERGY IMMUNITY Dark; 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.
FELL FLIGHT, GREATER Dark; 7th As fell flight, except that your fly speed is 30 feet faster than your land speed, and your maneuverability is perfect.
IMPENETRABLE BARRIER Dark; 7th You can conjure a wall of force as the spell 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 you take 1d10 points of damage.
INSTILL VULNERABILITY Dark; 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 lose their immunity but do not gain vulnerability. 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.
PATH OF SHADOW Dark; 6th 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.
PERILOUS VEIL Dark; 7th You instantly change the appearance of one or more subjects, as the veil spell. 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.
RETRIBUTIVE INVISIBILITY Dark; 6th 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-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).
STEAL SUMMONING Dark; 6th You can steal the control of any summoned, called or companion creature (such as an eidolon or animal companion) within close range. Attempt a caster level check vs DC 11+CL of the target's owner (use HD in place of CL if the effect was not created by a spell). Success means you gain control of the creature for 1 minute per level.
UTTERDARK BLAST Dark; 8th; Eldritch Essence 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. These negative levels can become permanent after 24 hours. If a target ever has as many negative levels as Hit Dice, it dies.
WORD OF CHANGING Dark; 7th You utter a powerful word that transforms a creature into an inoffensive form. This effect functions like the baleful polymorph spell.