List of Warlock Invocations

## Invocations List

Warlocks choose the invocations they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a warlock’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.

In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation usually has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a level equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its description below.

A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

**ELDRITCH ESSENCE INVOCATIONS**

Some of a warlock’s invocations, such as frightful blast, modify the damage or other effects of the warlock’s eldritch blast. These are called eldritch essence invocations. Unless noted otherwise, eldritch blasts modified by eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description.

A warlock can apply only one eldritch essence invocation to a single eldritch blast, choosing from any of the eldritch essence invocations that he knows. When a warlock applies an eldritch essence invocation to his eldritch blast, the spell level equivalent of the modified blast is equal to the spell level of the eldritch blast or of the eldritch essence invocation, whichever is higher. If a warlock targets a creature with an eldritch essence blast that has immunity to the invocation’s effect, it still takes the damage from the blast normally (provided it isn’t also immune to the eldritch blast).

A warlock can apply an eldritch essence invocation and a blast shape invocation (see below) to the same blast. When a warlock uses both kinds of invocations to alter an eldritch blast, the spell level equivalent is equal to the spell level of the eldritch blast, the level of the eldritch essence invocation, or the level of the blast shape invocation, whichever is highest.

If a target takes any amount of damage against an eldritch blast they are subject to any eldritch essence attached to that blast. If the target avoids all damage from an eldritch blast, whether through the warlock missing, the eldritch blast failing to overcome the targets spell resistance or the target making a successful Reflex save with evasion, they also avoid any eldritch essence imbued in that invocation.

Example: Morthos, a 1st-level warlock, decides to make his eldritch blast attack into a frightful blast. Morthos’s eldritch blast deals 1d6 damage and thus is the equivalent of a 1st-level spell, while frightful blast is an effect equivalent to a 2nd-level spell. His frightful blast is thus the equivalent of a 2nd-level spell with a save DC of 12 + his Charisma modifier.

**BLAST SHAPE INVOCATIONS**

Some of a warlock’s invocations, such as eldritch lance, modify the range, target(s), or area of a warlock’s eldritch blast. These are called blast shape invocations. Unless noted otherwise, eldritch blasts subject to blast shape invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape at a time to an eldritch blast, and he can choose from any of the blast shape invocations that he knows. A warlock need not apply a blast shape invocation to his eldritch blast. When a warlock applies a blast shape invocation to his eldritch blast, the spell-level equivalent is equal to the spell level of the eldritch blast or of the blast shape invocation, whichever is higher.

A warlock can apply a blast shape invocation and an eldritch essence invocation (see Eldritch Essence Invocations above) to the same blast. When a warlock uses an eldritch essence and a blast shape to alter an eldritch blast, the spell-level equivalent is equal to the spell level of the eldritch blast, the eldritch essence invocation, or the blast shape invocation, whichever is highest.

Example: Morthos decides to make his eldritch blast attack a hellrime eldritch lance. As a 6th-level warlock, Morthos’s eldritch blast deals 3d6 damage and thus is the equivalent of a 3rd-level spell. Eldritch lance is the equivalent of a 2nd-level spell, while hellrime blast is the equivalent of a 4th-level spell. His hellrime eldritch lance is therefore the equivalent of a 4th-level spell with a save DC of 14 + his Charisma modifier. Any creature caught in the area of effect from his hellrime eldritch lance must make a Reflex saving throw (from the eldritch lance invocation) for half of the 3d6 cold damage. If the target takes any damage, they must make a further Fortitude save or have a -4 penalty to their Strength and Dexterity for 10 minutes.

**OTHER INVOCATIONS**

In addition to the potent blast shape and eldritch essence invocations, warlocks learn a number of others that enable them to perform many tricks and attacks. These invocations are briefly described below, and their full descriptions can be found further down.

**NAME**

The first line of every invocation description gives the name by which the invocation is generally known. These names are not always indicative of the true nature behind the invocation but are merely subject to common naming conventions (devil’s tongue, swimming in the Styx, etc.).

**GRADE**

Below the name, the grade of invocation is provided. Warlocks can choose invocations from four grades depending on their class level: least, lesser, greater, and dark. See the warlock class description for more details on when warlocks gain access to invocations of a given grade.

**LEVEL EQUIVALENT**

On the same line as the grade, each of the following invocation descriptions contains a spell level equivalent, which affects the save DC for that invocation, Concentration checks made in concert with the invocation, as well as interactions with other spells and abilities, such as globe of invulnerability. The level equivalent of an invocation is provided after its grade.

**BLAST SHAPE OR ELDRITCH ESSENCE**

Some invocations can modify a warlock’s eldritch blast attack. These invocations are either blast shape invocations or eldritch essence invocations. They do not produce an effect on their own like regular invocations, but must be used in conjunction with eldritch blast to generate an effect. If an invocation is a blast shape or eldritch essence invocation, this fact is noted after the level equivalent.

**DESCRIPTORS**

Like spells, invocations have descriptors. All invocations that duplicate a spell have that spell's descriptors when that spell is used.

**PREREQUISITES**

Some invocations require certain requirements before they can be learned by the warlock. If the warlock ever loses these prerequisites, such as exchanging a previously learned invocation, he also loses the ability to utilize the invocation. Prerequisites are listed last.

**Eldritch Essence Invocations**

***-Least Eldritch Essence Invocations***

**Baneful Blast:** Eldritch blast deals extra damage and is harder to resist against the specified creature type.

**Draining Blast:** Eldritch blast deals nonlethal damage and the target must make a Fortitude save or become fatigued.

**Frightful Blast:** Target must make Will save or become shaken.

**Repelling Blast:** Your eldritch blast bull rushes targets.

**Shattering Blast:** Eldritch blast deals normal damage to objects and golems, and ignores golems spell resistance.

**Sickening Blast:** Target must make Fortitude save or become sickened.

***-Lesser Eldritch Essence Invocations***

**Brimstone Blast:** Blast deals fire damage and target must make Reflex save or catch fire.

**Hellrime Blast:** Blast deals cold damage and target must make Fortitude save or take –4 penalty to Strength and Dexterity.

**Hindering Blast:** Target of your eldritch blast must succeed on a Will save or be slowed for 1 round.

***-Greater Eldritch Essence Invocations***

**Bewitching Blast:** Target must make Will save or be confused for 1 round.

**Blinding Blast:** Target must make Fortitude save or be blinded for 1 round.

**Conductive Blast:** Blast deals electricity damage and is more effective against targets wearing metal.

**Vitriolic Blast:** Blast ignores spell resistance and deals acid damage for several rounds.

***-Dark Eldritch Essence Invocations***

**Binding Blast:** Target of your eldritch blast must make Will save or be paralyzed for 1 round.

**Noxious Blast:** Target must make Fortitude save or be nauseated for 1 minute.

**Rupturing Blast:** Blast deals bludgeoning, piercing and slashing damage, ignores spell resistance, causes bleed, and expands on the critical range.

**Blast Shape Invocations**

***-Least Blast Shape Invocations***

**Eldritch Lance:** Blast becomes 60ft line.

**Hideous Blow:** Melee attack channels eldritch blast.

***-Lesser Blast Shape Invocations***

**Eldritch Cone:** Blast takes the shape of a 15ft cone.

**Eldritch Shield:** Convert eldritch blast into a shield, gaining a deflection bonus to AC, possible other resistances and striking any melee target that hits you.

***-Greater Blast Shape Invocations***

**Eldritch Chain:** Blast jumps from initial target to secondary targets.

**Eldritch Detonation:** Blast creates 20ft radius burst.

***-Dark Blast Shape Invocations***

**Eldritch Storm:** Create 10ft wide, 40ft tall columns; creates 1 for every 2 warlock levels.

**Doom Bolts:** Turn Eldritch Blast into a volley of bolts, one bolt per die of damage.

**Other Invocations**

***-Least Invocations***

**All-Seeing Eyes:** As comprehend languages on written material, +6 bonus on Perception checks.

**Arcane Deception:** Gain a +4 bonus on Use Magic Device, cast magic aura at will, and always count as knowing arcane spells.

**Beguiling Influence:** Gain a +4 bonus on Bluff, Diplomacy, and Intimidate checks.

**Breath of the Night:** Create obscuring mist as the spell, does not affect you in dim light or darkness.

**Call of the Beast:** Speak with animals and influence their behavior.

**Carpenter’s Curse:** Use warp wood and wood shape as the spell.

**Cold Comfort:** You and nearby allies protected by endure elements.

**Darkness:** Use darkness as the spell.

**Devil’s Sight:** See normally in darkness and magical darkness.

**Entropic Warding:** Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.

**Epiphany of the Forbidden:** Cast know the enemy as the spell, make knowledge checks untrained.

**Leaps and Bounds:** Use jump as the spell, +6 on other Acrobatics to balance or tumble.

**Mutable Stature:** Use enlarge person and reduce person (both self only) as the spell.

**Patron’s Own Luck:** Gain a luck bonus on one type of saves.

**Phantasmal Projection:** Use unseen servant as the spell, see, speak, feel and hear through it.

**Serpent's Tongue:** Gain the scent ability, detect poison and a +5 bonus on saves against poison.

**Spiderwalk:** Gain spider climb as the spell and you are immune to webs.

**Summon Swarm:** Use summon swarm as the spell.

**Swimming the Styx:** Gain swim speed and ability to breathe water.

**Witchwood Step:** Walk on water and move through some obstacles unimpeded.

***-Lesser Invocations***

**Curse of Despair:** Curse one creature as the bestow curse spell, or hinder their attacks.

**Devil’s Tongue:** Cause a single creature to regard you as a friend, and gain tongues as the spell.

**Fell Flight:** Gain a fly speed with good maneuverability.

**Flee the Scene:** Use short-range dimension door as the spell, and leave behind a major image.

**Mask of Flesh:** Touch attack imposes ld6 Cha penalty and transforms you to look like target.

**Patrons Gift:** Gain a powerful familiar according to your patron and the ability to posses it.

**Relentless Dispelling:** As targeted dispel magic, with additional targeted dispel magic the next turn.

**See the Unseen:** Gain see invisibility and detect secret doors as the spell.

**Voidsense:** Gain blindsense 30 feet.

**Voracious Dispelling:** Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.

**Walk Unseen:** Use invisibility (self only) as the spell.

**Warlock’s Call:** Use sending as the spell, but risk damage from recipient.

***-Greater Invocations***

**Caster's Lament:** You can counterspell as with greater dispel magic, and can possibly redirect the spell back at the caster.

**Discorporation:** Become a swarm of creatures, gaining many benefits of the swarm subtype.

**Fell Gaze:** Use eyebite as the spell.

**Ocular Legion:** Use prying eyes as the spell.

**Steal Summoning:** Take control of another caster's summoned monster.

***-Dark Invocations***

**Aura of Disgust:** Use repulsion as the spell, creatures that succeed their Will save might be sickened or gain bonuses against you.

**Devour Magic:** Use mage’s disjunction at a touch and gain temporary hit points based on the level of spells successfully dispelled or caster level of items permanently disenchanted.

**Glimpse Fate:** Use foresight as the spell, and communicate telepathically with a close target of the effect.

**Retributive Invisibility:** Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.

## Invocation Descriptions

**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 checks. All-seeing eyes lasts for 24 hours.

**Arcane Deception**

Least; 2nd

You gain the ability to emulate any arcane spell for the purpose of activating an item through Use Magic Device or for magical item creation as long as the spell’s level is not greater than half your warlock level, rounded down. You also gain a +4 on Use Magic Device and can cast magic aura at will. Arcane deception lasts for 24 hours.

**Aura of Disgust**

Dark; 7th; [mind-affecting]

You can cast repulsion as the spell at will. Any creature who succeeds their Will save must make an additional Fortitude save or be sickened while they remain in the aura. If a creature succeeds on both saving throws, they gain a +4 morale bonus on attack and weapon damage rolls against you.

**Baneful Blast**

Least 1st; Eldritch Essence

You transform your eldritch blast into a baneful blast. This blast increases the die size of your eldritch blast damage against creatures of a specific type by one step. This also gives you a +2 bonus on eldritch blast attack rolls against the creature or increases the save DC of blast shape invocations against the creature type by +2. 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.

**Beguiling Influence**

Least; 2nd

You can invoke this ability to beguile and bewitch your foes. You gain a +4 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.

**Bewitching Blast**

Greater; 5th; Eldritch Essence; (compulsion) [mind-affecting]

This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast.

**Binding Blast**

Dark; 7th; Eldritch Essence; [mind-affecting]

You transform your eldritch blast into a binding blast. Any creature struck by your binding blast must succeed on a Fort save or be paralyzed for 1 round.

**Blinding Blast**

Greater; 6th; Eldritch Essence; [light];

*prerequisite*: cannot have the Shadow pact.

This eldritch essence invocation allows you to change your eldritch blast into a blinding blast. Any living creature struck by a blinding blast must succeed on a Fortitude save or be blinded for 1 round. A creature that saves is dazzled for 1 round instead.

**Breath of the Night**

Least; 1st; (creation)

A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell obscuring mist. The fog does not block line of sight, but all creatures in the fog have concealment. Any portion of the cloud that is in dim light or darkness does not obscure your vision (you must still be able to see for this to be helpful). A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.

**Brimstone Blast**

Lesser; 3rd; Eldritch Essence; [fire]

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 fire damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of fire damage for 3 rounds after the initial brimstone blast attack. A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been even if it has been hit by more than one brimstone blast.

**Call of the Beast**

Least; 2nd

You gain a rapport with the beasts of the world. You gain the wild empathy class feature 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.

**Carpenter's Curse**

Least; 2nd

With a wave and a word, you bend and shape wood at your whim. You can cast warp wood and wood shape at will.

**Caster’s Lament**

Greater; 6th

You can use caster's lament to counterspell another caster's spell or spell-like ability as if casting greater dispel magic. If that spell or spell-like ability was targeting you specifically, and you succeed on the dispel check by 5 or more, the spell is redirected back at the caster, as per spell turning. Unlike spell turning this is always effective against spells of 9th level or lower. If you redirect a spell that required an attack roll, you must make an attack roll of your own as a free action.

**Cold Comfort**

Least; 1st

Your unnatural aura renders you partly immune to the ravages of the environment. You remain cool in hot weather and warm in cold weather, as the spell endure elements. Additionally, you radiate a small aura of warmth or cold; allies within 30 feet of you also benefit from this effect. This invocation lasts for 24 hours.

**Conductive Blast**

Greater; 5th; Eldritch Essence; [electricity]

This eldritch essence invocation allows you to change your eldritch blast into a conductive blast. A conductive blast deals electricity damage and increases the eldritch blast die size by one when damaging a creature wearing armor primarily made of metal (such as chain or plate, but not studded leather). You also gain a bonus on eldritch blast attack rolls against creatures wielding weapons or shields made primarily from metal or they take a penalty to their Reflex saves to avoid your eldritch blast according to the following values: light weapon or buckler +1/-1; one handed weapon or light shield +2/-2; two-handed weapon or large/tower shield +4/-4 . These bonuses or penalties are cumulative for each weapon or shield wielded. Constructs or creatures composed primarily of metal always have the damage increased and grant a bonus or penalty of +8/-8.

**Curse of Despair**

Lesser; 4th; [curse]

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 for 1 minute.

**Darkness**

Least; 2nd; [darkness];

*prerequisite*: cannot have the Undying Light pact.

You can use darkness as the spell.

**Devil’s Sight**

Least; 2nd

You gain the visual acuity of a devil for 24 hours. You gain low-light vision and can see normally in darkness and magical darkness out to 60 feet.

**Devil’s Tongue**

Lesser; 4th; (charm) [language, mind-affecting]

You gain tongues for 24 hours. You can also 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.

**Devour Magic**

Dark; 9th

This invocation allows you to deliver a targeted mage’s disjunction magic with your touch. You gain 5 temporary hit points for each spell level dispelled by this touch or 2 points for each caster level of an item permanently destroyed. For example, if you successfully dispel a wall of ice, you gain 20 temporary hit points. If you manage to destroy an artifact, you are restored to full hit points, are subject to a greater restoration effect and gain 50 temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell or item, you can replace the old temporary hit points with the ones gained from the more recent spell or item, thus resetting the duration. You cannot devour your own invocations.

**Discoporiation**

Greater; 6th

One with your patron’s powers, you learn to abandon your body. When you use this ability, you becomes a swarm of Diminutive creatures appropriate to your patron that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as you desire). The duration of this ability is 24 hours. You may end this early as a move action. In this swarmlike form, you gain the following characteristics and traits.

—Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6.

—Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.

—Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through.

—Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the swarm.

—Swarm Attack: You gain a swarm attack that deals 4d6 points of damage (5d6 at level 16) to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your alignment.

—Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

—Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form. You can take only move actions (so you cannot use other invocations) while under the effect of discorporation.

**Doom Bolts**

Dark; 9th; Blast Shape

This blast shape allows you to divide your eldritch blast into individual bolts, each bolt dealing 1 die of your eldritch blast damage. Each bolt can be directed at any target you can see within range and you must roll the attack roll for each bolt. You can target one creature with multiple bolts, but any critical hit from a bolt resolves only for that one bolt. You only roll once to overcome a creature's spell resistance no matter how many bolts hit it.  The decision of where to allocate each of your bolts must be made at the same time. Tally the total number bolts that successfully hit a target before calculating any save DC.

   If you have the Eldritch Power feat, each bolt deals the extra damage, stacking if multiple bolts impact the same target; other effects do not stack (such as from utterdark blast).

   The Empower Spell-Like ability feat cannot be used to boost doom bolts as it is equivalent to a 9th level spell.

**Draining Blast**

Least 1st; Eldritch Essence

You transform your eldritch blast into a draining blast. This blast deals nonlethal damage and any target that takes damage must make a Fortitude save or become fatigued; this cannot make a creature become exhausted.

**Eldritch Chain**

Greater; 5th; 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 as long as it is within 30 feet of the previous target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit (and possibly out of your normal maximum range).

Each target after the first takes one less die of eldritch blast damage (6d6 to the first target, 5d6 to the second and so on, for example), when the last die of damage is spent, the chain ends.

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, or fail to overcome a target creature’s spell resistance, the eldritch chain attack ends there.

**Eldritch Cone**

Lesser; 3rd; Blast Shape

This blast shape invocation allows you to invoke your eldritch blast as a 15-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 Detonation**

Greater; 6th; Blast Shape

This blast shape invocation allows you to invoke your eldritch blast as an eldritch detonation. You can direct your eldritch detonation to explode in a 20 foot burst in any location within range that you have both line of sight and line of effect. Any creature caught in the explosion is allowed a Reflex save for half damage.

**Eldritch Lance**

Least; 2nd; Blast Shape

This blast shape invocation allows you to invoke your eldritch blast as a 60-foot line. Eldritch lance requires no ranged touch attack and any creature in the area of the line can attempt a Reflex save for half damage.

**Eldritch Shield**

Lesser; 4th; Blast Shape

Instead of lashing out with your power, this invocation allows you to form a protective sphere around yourself. When invoked, select either offensive or defensive. Offensively, eldritch shield retaliates against any target that hits you with a melee or natural weapon, automatically dealing eldritch blast damage plus any eldritch essence. Defensively, eldritch shield grants you a deflection bonus to your AC equal to the number of your eldritch blast damage dice along with a special effect if you have also invoked an eldritch essence (see below). Eldritch shield lasts until the beginning of your next turn. You may maintain the shield with a move action every turn.

* Baneful blast: an additional +2 untyped bonus to AC and on all saves against attacks or abilities originating from the chosen creature type.
* Bewitching blast: immunity confusion effects and a bonus on saves equal to your eldritch blast damage dice against mind-affecting effects.
* Binding blast: immune to petrification, stunning and staggered conditions or effects.
* Blinding blast: immunity to spells or effects with the (shadow), [darkness] or [light] descriptors and a bonus on saves equal to your eldritch blast damage dice against illusion effects.
* Brimstone blast: immunity to fire.
* Conductive blast: immunity to electricity.
* Draining blast: immunity to nonlethal damage and fatigue effects from outside sources.
* Frightful blast: immunity to fear effects.
* Hellrime blast: immunity to cold.
* Hindering blast: act as if under freedom of movement.
* Noxious blast: immunity to nauseated and sickened conditions along with all diseases and poisons.
* Repelling blast: Creatures must make a Strength check to move adjacent to you, DC =  10 + your eldritch damage dice + your Charisma modifier.
* Rupturing blast: immune to non-magical forms of physical damage and bleed effects.
* Shattering blast: weapons that deal damage to you also take your eldritch blast damage.
* Sickening blast: immunity to nauseated and sickened conditions.
* Vitriolic blast: immunity to acid.

If you gain immunity to an effect that was affecting you before you activated your eldritch shield (such as disease), that effect is suppressed, not removed, for the duration.

**Eldritch Storm**

Dark; 8th; Blast Shape

This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch storm. This causes your eldritch blast to rain down in columns 10 feet wide and 40 feet high. You gain one column for every two warlock levels. These columns may be placed anywhere within range, line of sight and line of effects; they do not need to be connected but they cannot be overlapping. Any creature in the area can attempt a Reflex save for half damage.

**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.)

**Epiphany of the Forbidden**

Least; 1st

Sending your thoughts into the aether, you beseech your patron for information. You may cast know the enemy at will and can make any knowledge check untrained.

**Fell Gaze**

Greater; 6th; [emotion, pain]

Lesser beings cower in torment before your glance, you can cast eyebite at will.

**Fell Flight**

Lesser; 3rd

When you use this invocation, the powers of your patron bear you aloft as you sprout wings in its image. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.

**Flee the Scene**

Lesser; 4th; (figment, teleportation)

You can use dimension door as a spell-like ability, although the range is limited to short (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.

**Frightful Blast**

Least; 2nd; Eldritch Essence; [emotion, fear, mind-affecting]

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.

**Glimpse Fate**

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.

**Hellrime Blast**

Lesser; 4th; Eldritch Essence; [cold]

This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature that takes cold damage by the attack must make a Fortitude save or take a –4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.

**Hideous Blow**

Least; 1st; Blast Shape

As a standard 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. If you critical hit with the weapon, this damage is not multiplied. Alternatively, you can elect to not use a weapon and make a melee touch attack, this version can critically hit. Neither version provokes an attacks of opportunity.

**Hindering Blast**

Lesser; 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 per the slow spell) for 1 round in addition to the normal damage from the blast.

**Leaps and Bounds**

Least; 2nd

You invoke this ability to gain amazing agility. You can cast jump as the spell and gain a +6 bonus on all other acrobatics checks for 24 hours.

**Mask of Flesh**

Lesser; 3rd; [glamer, pain]

Make a touch attack against a living creature of your size category. If you succeed, your physical appearance (including garb) changes to match the target's, as disguise self.

In addition, when you use this invocation you can choose to bestow a 1d6 penalty to the touched creature's Charisma score. This penalty can't reduce the creature's Charisma below 1. A successful Will save by the target negates both effects. A creature that successfully saves cannot be affected by your mask of flesh for 24 hours. Both effects last for 1 hour per warlock level; if you dismiss the invocation, both effects end.

**Mutable Stature**

Least; 2nd

Size means little to you. You can use enlarge person and reduce person on yourself at will.

**Noxious Blast**

Dark; 7th; 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 1 minute. Even on a success, a creature is still sickened for 1 minute.

**Ocular Legion**

Dark; 5th

With simple focus, you cause eyes to sprout and detach from across your body, as prying eyes. Each eye grown subtracts 1 point from your current and total hit points, which cannot be restored until the spell ends or the eye is destroyed; each eye that returns automatically restores the missing hit point. You may decide to create less eyes than the spell's maximum, but can only ever have one instance of this invocation active at a time. Unlike the spell, each eye shares your creature type (they are not constructs) and they have the ability to use any visual enhancing ability or effect you may have.

**Patron's Gift**

Lesser; 4th;

*prerequisite*: must be of the appropriate level (see below)

Whether as an informant or a gift, your patron thought it suitable to impart you with one of his minions. You gain the Improved Familiar feat with a wizard level equal to your warlock level. The selection of minions is limited to your patron and detailed below, along with level and possible alignment restrictions. A duel pact warlock can not select patron’s gift.

   You can also use familiar melding as the spell at will.

* Channeler: homunculus, 7th level (Bestiary).

* Daemon Pact: cacodaemon, 7th level (Bestiary 2).
* Demon Pact: quasit, 7th level (Bestiary).
* Devil Pact: imp, 7th level (Bestiary).
* Dragon Pact: pseudodragon, 7th level, alignment always matches yours (Bestiary).
* Far Pact: an entropic standard familiar, 3rd level; or any other improved familiar with the entropic template, +1 level; alignment is always chaotic evil (Bestiary 2).
* Feywild Pact (Seelie Court): brownie, 5th level (Bestiary 2); faerie dragon, 7th level (Bestiary 3); or sprite, 5th level (Bestiary 3).
* Feywild Pact (Unseelie Court): nuglub gremlin, 7th level, (Bestiary 2).
* Genie Lord Pact: small elemental with an elemental subtype that matches your patron, 5th (Bestiary); or a mephit with the same restriction, 7th (Bestiary).
* Shadow Pact: shadow drake, 7th level, alignment always matches yours (Bestiary 4).
* Undying Light Pact: a celestial standard familiar, 3rd (Bestiary); silvanshee agathion, 7th level, neutral good only (Bestiary 2); cassisian angel, 7th level, lawful good only (Bestiary 2); harbinger archon, 7th level, lawful good only (Bestiary 3); or lyrakien azata, 7th level, chaotic good only (Bestiary 2).
* Unliving Pact: beheaded, 3rd level base +1 for  additional ½ CR (Bestiary 4); or isitoq, 5th level (Bestiary 4).

**Patron's Own Luck**

Least; 2nd

You are favored by your patron’s 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.

**Phantasmal Projection**

Least; 1st; (creation)

You divide a tiny part of your soul and impart it with animus life, as unseen servant. As long as unseen servant is active, you may see, hear, feel and speak through the servant as you would yourself at no penalty. You form a telepathic link with the servant and may assume direct control over it as you would yourself, requiring the appropriate actions on your part (this still does not mean you could attack with it). Unlike the spell version of unseen servant, your servant has a Strength score equal to your Charisma score.

When using this invocation you subtract 6 hit points from your current and total hit points, which cannot be restored until the spell ends or the servant is destroyed; if you dismiss the servant, you automatically restore the amount hit points it had remaining. You can only ever have one instance of this invocation active at a time.

**Relentless Dispelling**

Lesser; 4th

You can use the targeted version of 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).

**Repelling Blast**

Least; 1st; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. A repelling blast automatically bullrushes targets. Your CMB for this bull rush is equal to your base attack bonus plus the number of eldritch damage dice plus your Charisma modifier. The direction of the bull rush depends on which eldritch shape you are utilizing as detailed below.

* Eldritch cone, hideous blow, or none: directly away from you.
* Eldritch lance: either directly away from you or to the side of the lance horizontally.
* Eldritch detonation: directly away from the blast’s point of origin.
* Eldritch chain or doom bolts: in any horizontal direction.
* Eldritch storm: directly away from the column's center horizontally, or up or down vertically (simply knocking targets prone, treat as a trip maneuver instead).

If this bull rush would knock a target creature into a solid wall, they also take 1d6 damage. This bull rush does not provoke an attack of opportunity.

**Retributive Invisibility**

Dark; 6th; (glamer)

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 other creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).

**Rupturing Blast**

Dark; 8th; Eldritch Essence;

*prerequisite*: Improved Critical (eldritch blast)

You transform your eldritch blast into a rupturing blast. A rupturing blast deals, bludgeoning, piercing and slashing physical damage, and counts as magical and your alignment for bypassing damage reduction. As it is now physical damage, a rupturing blast ignore spell resistance.

Any creature struck by your rupturing blast takes 1 point of bleed damage for each point of eldritch blast damage dice (multiple bleed effects do not stack).

Lastly, the critical threat range of a rupturing blast is 19-20x4 (this does not stack with Improved Critical). If this is applied to a blast shape that does not roll an attack, it deals x4 damage if a creature rolls a natural 1 on the Reflex saving throw.

**See the Unseen**

Lesser; 3rd

When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as see invisibility) and secret passages (as detect secret doors) for a period of 24 hours.

**Serpent's Tongue**

Least; 2nd

Your tongue transforms into that of a serpent, you gain the scent ability and can use detect poison at will. Additionally, you gain a +5 bonus on saves against poison. This invocation lasts for 24 hours.

**Shattering Blast**

Least; 2nd; Eldritch Essence

You transform your eldritch blast into a shattering blast. The blast deals normal damage to objects, rather than half, and ignores 1 point of hardness an object has for every eldritch damage dice. This blast is especially useful against golems, bypassing their spell resistances and any magical immunities (and also ignoring some of their hardness, if they have any).

**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.

**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).

**Steal Summoning**

Greater; 6th

As a standard action, you attempt steal control of a summoned creature. If you succeed on a caster level check (DC 11 + the caster level of the summoner), you gain control over the target creature as if you had summoned it (including the ability to dismiss it, if you wish).

This invocation lasts for 1 round per caster level. If this invocation'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. The original summoner can attempt to regain control as a standard action by making an opposed Charisma check.

This only affects creatures that are summoned, not called. This does not effect Eidolons.

**Summon Swarm**

Least; 2nd

You can use summon swarm as the spell with this invocation. Unlike the spell, this invocation has a duration of concentration instead of concentration + 2 rounds.

**Swimming in the Styx**

Least; 2nd

Though named after the infamous river, the invocation is not infernal in nature. By focusing you become an aquatic creature; your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks). You gain the ability to breathe water as well as air. This invocation lasts for 24 hours.

**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 take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.

**Voidsense**

Lesser; 4th

You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 30 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 1 point of damage per level of the spell effect (no save).

**Walk Unseen**

Lesser; 2nd; (glamer)

You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.

**Warlock’s Call**

Lesser; 4th

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.

**Witchwood Step**

Least; 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.