While a Warlock invokes his fey or fiendish heritage, and the Dragonfire Adept calls upon the power of the great Dragons, the Invoker merely calls upon the flows of Arcana themselves. In this way, he is the closest to an actual spellcaster of the three, and knows a great many more Invocations than they do.

Making an Invoker
Invokers are generally studious; anyone who might be a Wizard could be an Invoker instead, if they wished. There are substantial differences between the power of the two, however, so the way of the Invoker will appeal to those who prefer to never be without the magic they need. Invokers are also more worldly than their book-delving brethren, and many an Invoker eschews the more academic arcane arts precisely because they spend more of their time walking the real world.

Intelligence is the most important Ability for an Invoker, as it determines the strength of their Invocations. However, Wise Invokers are quite common, as their skills often favor Wisdom. And of course, no adventurer should be without a reasonable Constitution.

Invokers come in all alignments, and in no particular preference. Like Wizards, their rational approach to magic can appeal to the Lawfully inclined, but unlike those they are also very adaptable and very dependable, which appeals to the Chaotic wanderer. There is power enough to appeal to both Good and Evil, of course.

Interestingly, Half-Elven Invokers seem especially common, though this is largely due to temperament and less to natural ability: those Half-Elves who favor their Elven heritage take an interest in magic, but often lack access to Wizardly universities, and therefore often find Invoking more appealing. Of course, any race that is naturally Intelligent will have an advantage as an Invoker, and Humans can be found as Invokers much like they can be found doing anything else.

Class Features of the Invoker

Hit Die

Skill Points at Each Level4 + Intelligence modifier.

Class Skills: Appraise (Int), Autohypnosis (Wis), Craft (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Level BAB Fort Ref Will Special Least Lesser Greater Dark
1st +0 +0 +0 +2 Magic Insight, Summon Familiar 1 - - -
2nd +1 +0 +0 +3 Alchemist 2 - - -
3rd +1 +1 +1 +3 - 3 - - -
4th +2 +1 +1 +4 Scribe 3 - - -
5th +2 +1 +1 +4 - 4 - - -
6th +3 +2 +2 +5 Alchemical Efficiency 4 1 - -
7th +3 +2 +2 +5 - 4 2 - -
8th +4 +2 +2 +6 Secret Script  5 2 - -
9th +4 +3 +3 +6 - 5 3 - -
10th +5 +3 +3 +7 Increased Alchemical Efficiency 6 3 - -
11th +5 +3 +3 +7 - 6 4 1 -
12th +6/+1 +4 +4 +8 4th level Potions 6 4 2 -
13th +6/+1 +4 +4 +8 - 7 5 2 -
14th +7/+2 +4 +4 +9 5th level Potions 7 5 3 -
15th +7/+2 +5 +5 +9 - 8 5 3 -
16th +8/+3 +5 +5 +10 6th level Potions 8 5 3 1
17th +8/+3 +5 +5 +10 - 8 5 3 2
18th +9/+4 +6 +6 +11 7th level Potions 8 6 4 2
19th +9/+4 +6 +6 +11 - 8 6 4 3
20th +10/+5 +6 +6 +12 8th & 9th level Potions 9 7 5 4

Armor and Weapon Proficiencies
An Invoker is proficient in all simple weapons, but in no forms of armor or shields. Armor of any form may interfere with his Invocations that have Somatic components (most do).

Invocations (Sp)
An Invoker does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Invocations that require him to focus the flows of arcana that surround and connect all things. An Invoker can use any Invocation he knows at will, with the following qualifications:

An Invoker’s Invocations are spell-like abilities; using an Invocation is therefore a standard action that provokes attacks of opportunity. An Invocation can be disrupted, just as a spell can be ruined during casting. An Invoker is entitled to a Concentration check to successfully use an Invocation if he is hit by an attack while invoking, just as a spellcaster would be. An Invoker can choose to use an Invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Invoker’s Invocations are subject to spell resistance unless an Invocation’s description specifically states otherwise. An Invoker’s Caster Level with his Invocations is equal to his Invoker level.

The save DC for an Invocation (if it allows a save) is 10 + equivalent spell level + the Invoker’s Intelligence modifier. Since spell-like abilities are not actually spells, an Invoker cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.

The four grades of Invocations, in order of their relative power, are Least, Lesser, Greater, and Dark. An Invoker begins with knowledge of one Least Invocation, plus Magic Insight, a second Least Invocation (see below). As an Invoker gains levels, he learns new Invocations, as summarized on Table 1. A list of available Invocations can be found following this class description.

At any level when an Invoker learns a new Invocation, he can also replace any one Invocation he already knows with another Invocation of the same or a lower grade.

Finally, unlike other spell-like abilities, Invocations have somatic components and are subject to Arcane Spell Failure chance from worn armor. 

Invokers can qualify for some Prestige Classes usually intended for spellcasters; Invokers benefit in a specific way from Prestige Classes that have “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” as a level advancement benefit. An Invoker taking levels in such a Prestige Class does not gain any of his class abilities, but he does gain an increased Caster Level when using his Invocations. An Invoker also gains new Invocations Known at these Prestige Class levels as though he had gained a level in the Invoker class.

An Invoker can qualify for Prestige Classes with spellcasting level requirements, even though he never actually learns to cast spells. To do so, he must have a Caster Level equal to twice the Spell Level required.

Magic Insight
At 1st level, the Invoker gains Magic Insight as a bonus Invocation known, regardless of his other choices of Invocation.

Summon Familiar
At 1st level the Invoker can summon a familiar. An Invoker may use the Share Spells feature to share Invocations with his Familiar, even though they are not technically spells. He does not gain the ability to share other types of Spell-like Ability. He may also use the Deliver Touch Spells ability with Invocations.

At 2nd level, an Invoker gains Brew Potion as a bonus feat, and furthermore can create any potion without being able to cast the spell it requires by having a Caster Level of at least twice the Spell's level, and succeeding on a Craft (Alchemy) check equal to 10 + the Spell's level. Success means that the Invoker is treated as if he had successfully cast the spell; the Invoker still must provide all other resources for the brewing.

An Invoker with the Alchemist feature may also brew Spellvials, special potions which are used as thrown weapons. Spellvials are brewed using spells of no higher than 3rd level, just like potions, and the spells must furthermore function either on a ranged touch attack, a single specific target, or in an area that may be placed at range (not an area that must be centered on the caster). Throwing and hitting with a spellvial is ranged touch attack: for single-target spells, this means the spell hits (and in the case of spells that offered a Reflex save, they automatically fail this save since the Invoker has actually hit them with the attack), for area-effect spells it means the spell is essentially cast centered on the area where it was thrown (and any targets within the area are allowed any applicable saving throws, including Reflex saves). As weapons, spellvials have a range increment of 10 ft. Ingesting a spellvial has no effect.

At 4th level, an Invoker gains Scribe Scroll as a bonus feat, and furthermore can create any scroll without being able to cast the spell in question by having a Caster Level of at least twice the Spell's level, and succeeding on a Linguistics check equal to 10 + the Spell's desired Caster Level. Success means the Invoker is treated as having successfully cast the spell; the Invoker must still provide all other resources for the scribing.

The Invoker may also substitute a Linguistics check for his Use Magic Device check to attempt to activate scrolls.

Alchemical Efficiency
A 6th level Invoker brews potions, spellvials, and other alchemical items far more quickly than others: he makes as much progress on these items in an hour as others do in a day, and as much progress in a day as others do in a week. He may also brew two potions or spellvials in a single "day," as opposed to only one.

Secret Script
A number of times per day equal to his Wisdom modifier plus one half his Intelligence modifier an 8th level Invoker may cast a spell from a scroll without consuming the scroll. In order to do so, he must have a number of ranks in Linguistics equal to the Caster Level + one half the Spell Level of the scroll, and he may only cast a spell from any single scroll once per day without consuming it. If the spell on a scroll he is using with Secret Script has a material component, it can not exceed 40 gold per level.

Increased Alchemical Efficiency
At 10th level, an Invoker gets even better at brewing potions and spellvials: He may brew three in a "day" instead of two. He also gains a 25% discount on the gold cost of brewing potions, spellvials, and alchemical items.

Higher Level Potions
Beginning at 12th level, an Invoker may begin to brew potions and spellvials that use spells of up to 4th level. At 14th this goes up to 5th level spells, at 16th, 6th, at 18th, 7th, and at 20th, all the way up to 9th level spells may be added to potions or spellvials.


Invocations marked I are found in this document.
Invocations marked N are new invocations found below.
Least Invocations

Lesser Invocations

Greater Invocations

Dark Invocations