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__NOTOC__ {{User:PId6/Avatar}} Part of [[Tome of Eldritch Supremacy]]. See [[Warlock Invocations]] for more information. =<font color="red" size=7 face="MagicMedieval">'''Invocation Descriptions'''</font>= ===<font color="black" size=6 face="MagicMedieval">'''Arcane Theft'''</font>=== *<font size=2>'''Effective Spell Level:''' 3</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Antimagic|Antimagic]]</font> <font size=1> </font> You can use ''arcane turmoil'', as the spell (CM). ''<u>Unity</u>:'' In addition, whenever you cause a spellcaster to lose a spell slot or prepared spell with this invocation, you gain temporary hit points equal to twice the level of the spell or spell slot lost. Those temporary hit points last for 1 hour. ===<font color="black" size=6 face="MagicMedieval">'''Charm'''</font>=== *<font size=2>'''Effective Spell Level:''' 4</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Charm|Charm]]</font> <font size=1> </font> You can use ''charm monster'', as the spell. This is a language-dependent ability. You can have up to one instance of this invocation active, plus an additional one per 4 caster levels above 5. If the number of active ''charms'' exceed that number, the oldest instance is dispelled until that number is achieved. ''<u>Unity</u>:'' This ability is no longer language-dependent. You gain the ability to communicate telepathically with creatures under this effect as long as you are on the same plane. ===<font color="black" size=6 face="MagicMedieval">'''Curse of Despair'''</font>=== *<font size=2>'''Effective Spell Level:''' 4</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Curse|Curse]]</font> <font size=1> </font> You can use use ''bestow curse'', as the spell. ''<u>Unity</u>:'' Even if the subject makes the save, the next time that creature rolls a saving throw, it must roll twice and take the worse result. ===<font color="black" size=6 face="MagicMedieval">'''Dark Summoning I'''</font>=== *<font size=2>'''Effective Spell Level:''' 3</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Summoning|Summoning]]</font> <font size=1> </font> You can use ''summon monster II'' to summon any evil creature on the list. If your caster level is 7 or greater, you can use ''summon monster III'' instead, with the same limitations as its predecessor. Monster or monsters summoned do benefit from feats and effects such as Augment Summoning. You can have only one instance of this invocation active at one time. ''<u>Unity</u>:'' This invocation now only requires a standard action to cast. ===<font color="black" size=6 face="MagicMedieval">'''Devouring Darkness'''</font>=== *<font size=2>'''Effective Spell Level:''' 3</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Darkness|Darkness]]</font> <font size=1> </font> You can use ''darkness'', as the spell, but with a close range and a 20-ft radius area (instead of targeting an object). This effect is stationary. In addition, this area of darkness is filled with bats, as a bat swarm, except the swarm fills up the entirety of the invocation's area, and remains within the invocation's area. The swarm deals 1d6 damage per 3 CL, and counts as magic and evil for damage reduction, attacking incorporeal creatures, and similar. The save DC of the swarm's Distraction ability is equal to the save DC of this invocation. You are immune to attacks from your own ''devouring darkness'', but you are still subject to the darkness effect. If the swarm is destroyed, the darkness vanishes as well. If the darkness goes away (such as through a [light] effect), the swarm likewise vanishes. You can have up to one instance of this invocation active, plus an additional one per 3 caster levels above 5. If the number of active ''devouring darkness'' exceed that number, the oldest instance is dispelled until that number is achieved. ''<u>Unity</u>:'' Any creature that successfully saves against the swarm's Distraction effect still becomes sickened for 1 round. ===<font color="black" size=6 face="MagicMedieval">'''Elemental Prowess'''</font>=== *<font size=2>'''Effective Spell Level:''' 4</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Elements|Elements]]</font> <font size=1> </font> You gain mastery over the elements, gaining one of the following four spells as a spell-like ability for 24 hours. Using that spell-like ability expends it for 1d4 rounds before you may use it again. Caster level and save DC for that spell-like ability are equal to the caster level and save DC of this invocation. This invocation has a 10 minute casting time. :Fire: ''Heatstroke'' (SpC) :Water: ''Standing Wave'' (SpC) :Earth: ''Stony Grasp'' (SpC) :Air: ''Downdraft'' (SpC) ''<u>Unity</u>:'' You may choose to gain two of the above spells as spell-like abilities each casting instead. Whenever you use one of those abilities, you may not use either ability for 1d4 rounds. ===<font color="black" size=6 face="MagicMedieval">'''False Sight'''</font>=== *<font size=2>'''Effective Spell Level:''' 3</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Illusion|Illusion]]</font> <font size=1> </font> You can use ''minor image'', as the spell, except the duration is concentration + 1 round. ''<u>Unity</u>:'' You can use ''major image'', as the spell, except the duration is concentration + 1 round. ===<font color="black" size=6 face="MagicMedieval">'''Fell Flight'''</font>=== *<font size=2>'''Effective Spell Level:''' 3</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Travel|Travel]]</font> <font size=1> </font> This invocation allows you to take to the air, giving you the ability to fly at your land speed with good maneuverability for 24 hours. ''<u>Unity</u>:'' Your fly speed increases by 20 ft. ===<font color="black" size=6 face="MagicMedieval">'''Fell Ward'''</font>=== *<font size=2>'''Effective Spell Level:''' 3</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Freedom|Freedom]]</font> <font size=1> </font> You can use ''protection from good'' or ''protection from law'', targeting yourself only and with a duration of 24 hours. Only one of these effects may be on you at one time. ''<u>Unity</u>:'' You can use ''magic circle against good'' or ''magic circle against law'' instead, still targeting yourself only and with a duration of 24 hours. ===<font color="black" size=6 face="MagicMedieval">'''Fire Stride'''</font>=== *<font size=2>'''Effective Spell Level:''' 3</font> *<font size=2>'''Grade:''' [[Warlock_Invocations#Lesser Invocations|Lesser]]</font> *<font size=2>'''Sphere:''' [[Warlock_Invocations#Fire|Fire]]</font> <font size=1> </font> This invocation grants you the ability to leave behind a trail of flames in your wake. For 24 hours, you leave behind a small trail of flames in every square that you walk through, which deals 1d6 + 1 per caster level fire damage to any creature that enters these squares, and each round at the end of your turn for those creatures that remain in a burning square. The fires last for 3 rounds after you step out of the square, and do not become more intense if you step multiple times into one square. The fire you leave behind deal no damage to you, and will not spread even if you walk on dry grass or similar terrain. Spell resistance can negate the fire damage; each instance of fire damage requires a separate roll. If you are flying, you leave a trail of flames that hover in the air where you've been. If you are swimming, fire does not appear. While the invocation lasts, you may turn the fire generation on or off as a swift action. Turning off the fire generation has no effect on fires already created (those will vanish in 3 rounds as normal), but it would prevent you from creating new fires until you decide to turn the fire generation on again. Fires created by this invocation may be put out by being completely submerged in water or by being dealt 5 cold damage (do not divide the cold damage by 4 as normal for damaging objects). ''<u>Unity</u>:'' You may teleport to fires you create through this ability when under the effects of the ''walk the flames'' invocation. In addition, if you teleport using ''walk the flames'' into any square whose fire you created through ''fire stride'', you gain an immediate +20 ft circumstance bonus to all speeds for that round.
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