Epic Warlock Feats and Invocations (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Pitiless_Interfector

02-17-07, 11:34 PM
Over 75 new feats and invocations (of a grade beyond Dark) are presented for your viewing pleasure. I have not had time to playtest any of this (though I'm sure at least a few of the feats and invocations here are functionally identical to abilities presented elsewhere), but I hope I have made a credible attempt at game balance. Feel free to post any comments or suggestions on whether an ability is broken and why (or, less likely, whether it is useless at epic levels and why). Equally welcome are snazzy names for feats and invocations. (Dark One's Own Luck is better than Lucky Save Bonus, iddn'it?)

For the Dark One's sake, PEACH!




NOTE: While I have attempted to make the prerequisites in this article available to all types of warlocks, some prerequisites may still display a single-class warlock bias. The eldritch theurge, eldritch disciple, enlightened spirit, and the like are all equally welcome (and the majority of these feats should be made available to them via their class-based bonus feat progression)

INTERNAL INVOCATIONS (EPIC)
Requirements: Combat Casting, Sudden Still, Battle Caster, Improved Combat Casting
Benefit: You can activate your warlock invocations without somatic components; other spells and spell-like abilities are unaffected.

LEAST QUICKENING (EPIC)
Requirements: Quicken Spell-Like Ability (any invocation), Spellcraft 24 ranks
Benefits: All of your Least Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

LESSER QUICKENING (EPIC)
Requirements: Quicken Spell-Like Ability (any greater, lesser, or dark invocation), Least Quickening, Spellcraft 27 ranks
Benefits: All of your Least and Lesser Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

GREATER QUICKENING (EPIC)
Requirements: Quicken Spell-Like Ability (any greater or dark invocation), Least Quickening, Lesser Quickening, Spellcraft 30 ranks
Benefits: All of your Least, Lesser, and Greater Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

DARK CELERITY (EPIC)
Requirements: Quicken Spell-Like Ability (any dark invocation), Least Quickening, Lesser Quickening, Greater Quickening, Spellcraft 32 ranks
Benefits: All of your Least, Lesser, Greater, and Dark Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

ELDRITCH EMPOWERMENT (EPIC)
Requirements: Empower Spell-Like Ability (eldritch blast), Sudden Empower, Spellcraft 24 ranks
Benefits: Your eldritch blast is now permanently and automatically Empowered, as the feat Empower Spell-Like Ability.
Normal: You can only use an Empowered Spell-Like Ability three times per day, and Sudden Empower can only be used once per day.
Special: The extra dice from this feat do not stack with the effects of the Maximize Spell feat or any effect that duplicates the Maximize Spell feat for spell-like abilities or invocations.

ELDRITCH MAXIMIZATION (EPIC)
Requirements: Eldritch Empowerment, Empower Spell-Like Ability (eldritch blast), Maximize Spell-Like Ability (eldritch blast), Sudden Empower, Sudden Maximize, Spellcraft 27 ranks
Benefits: Your eldritch blast is now permanently and automatically Maximized, as the feat Maximize Spell-Like Ability.
Normal: You can only use a Maximized Spell-Like Ability three times per day, and Sudden Maximize can only be used once per day.
Special: If you have Eldritch Empowerment and Eldritch Maximization, the additional dice from Eldritch Empowerment are not maximized and are instead rolled normally.

ELDRITCH INTENSIFICATION (EPIC)
Requirements: Intensify Spell-Like Ability (eldritch blast), Sudden Intensify, Eldritch Empowerment, Eldritch Maximization, Empower Spell-Like Ability (eldritch blast), Maximize Spell-Like Ability (eldritch blast), Sudden Empower, Sudden Maximize, Spellcraft 32 ranks
Benefits: Your eldritch blast is now permanently and automatically Intensified, as the feat Intensify Spell-Like Ability.
Normal: You can only use an Intensified Spell-Like Ability 3 times per day, and Sudden Intensify can only be used once per day.

SUDDEN INTENSIFY (EPIC) [METAMAGIC]
Requirements: Sudden Empower, Sudden Maximize, Spellcraft 30 ranks
Benefit: Once per day you can apply the Intensify Spell feat to a spell without increasing its level or casting time or specially preparing it ahead of time

INTENSIFY SPELL-LIKE ABILITY (EPIC)
Requirements: Spell-like ability at caster level 24th or higher
Benefit: Choose one of your spell-like abilities (subject to the restrictions below) to use at double its maximum effectiveness up to 3 times per day, or its normal usage limit, whichever is less, applying the effects of the Intensify Spell feat to the ability. All the restrictions of Intensify Spell apply here as well. The caster level of the ability chosen must be at least equal to 14 + 2 x the spell-like ability’s level equivalent.

IMPROVED ELDRITCH BLAST (EPIC)
Prerequisite: Eldritch blast 9d6
Benefit: Your eldritch blast deals an additional 1d6 points of damage
Special: This feat can be taken multiple times. Its effects stack.

MANIFOLD INVOCATIONS (EPIC)
Prerequisite: Arcane caster level 21st, Cha 21
Benefit: You can simultaneously maintain a number of invocations such as caustic mire, impenetrable barrier, and nightmares made real equal to your Charisma bonus. For invocations such as devil’s whispers where you can already maintain a number of simultaneous castings equal to your Charisma bonus, you can instead maintain a number of simultaneous castings equal to 1/2 your class level.
In addition, you no longer take backlash damage if one of your invocation effects is destroyed (i.e. impenetrable barrier)
Normal: You may only have one casting of certain invocations active at one time; using the invocation again while the first is still active causes the first to end as if dismissed.
Certain invocations, such as impenetrable barrier, will deal damage to you if they are destroyed or dispelled by another creature.

SPURN MAGIC (EPIC)
Requirements: Eldritch blast 9d6, Cha 23
Benefit: You gain spell resistance equal to your class level + 11. Add your Charisma modifier as a bonus on saves against spells, and spell-like or supernatural effects.

ELDRITCH GRACE (EPIC)
Prerequisite: Invocation caster level 22nd, eldritch blast 10d6, Cha 25, Dark One's Own Luck, Iron Will
Benefit: You add your Charisma modifier as a profane (or sacred) bonus to AC and on all saving throws.

ELDRITCH TOUGHNESS (EPIC)
Prerequisite: Con 19, Cha 25, Dark One's Own Luck, fiendish resilience 5, Epic Toughness
Benefit: You gain bonus hit points equal to your Charisma bonus times your highest invocation caster level.

IMPROVED DAMAGE REDUCTION (EPIC)
Requirements: Damage reduction 5/cold iron, Invocation caster level 22nd, Con 17
Benefits: Your damage reduction increases by 5
Special: You can take this feat more than once. Each time you take it, your damage reduction increase by another 5 points. This feat stacks with increases from your epic Warlock class feature progression.

INNATE RESILIENCE (EPIC)
Requirements: Con 21, eldritch blast 13d6, invocation caster level 28th, Lasting Resilience, Additional Resilience
Benefit: Your fiendish resilience class feature is continually active.
Normal: Fiendish resilience lasts 2 minutes per use (or twice that with Lasting Resilience)

VIGOROUS RESILIENCE (EPIC)
Requirements: Con 20, Fiendish resilience 5, eldritch blast 15d6
Benefits: The fast healing provided by your fiendish resilience class feature becomes regeneration overcome by any effect that would bypass your damage reduction (from the warlock class).

LASTING RESILIENCE (EPIC)
Requirements: Con 19, Fiendish resilience 5, eldritch blast 9d6
Benefits: The duration of each use of your fiendish resilience class feature doubles.
Special: You can take this feat more than once (remember, two doublings equals a tripling, and so forth)

ADDITIONAL RESILIENCE (EPIC)
Requirements: Con 17, Fiendish resilience 5
Benefit: You can use your Fiendish resilience a number of times per day equal to 3 + your Constitution bonus (if any).
Special: You can take this feat more than once. Each time you take it, you gain an additional 3 daily uses of you fiendish resilience class feature.

IMPROVED FLAMEWREATHE (EPIC)
Requirement Fiendish flamewreath 5d6, Cha 19
Benefit Your fiendish flamewreath deals 1d6 points of hellfire damage per 4 class levels (rounded down) and lasts until you take a free action to end it. You can activate it as a free or immediate action any number of times per day, and it can retaliate against any creature you threaten within your natural reach.
Normal Your fiendish flamewreath deals 5d6 points of fire damage and lasts 2 minutes per use. It can only be invoked once per day.

EPIC DAMAGE REDUCTION (EPIC)
Requirements: Eldritch blast 9d6, Con 20, Improved Damage Reduction
Benefit: The DR from your Warlock levels improves to DR/epic and cold iron.
Normal: Your Warlock damage reduction can be overcome by cold iron weapons.

UNIVERSAL ENERGY RESISTANCE (EPIC)
Prerequisite: Resistance 10 to any two energy types, eldritch blast 10d6, Con 15
Benefit: You gain resistance 10 to all 5 energy types.

INCREASED ENERGY RESISTANCE (EPIC)
Prerequisite: Resistance 10 to any two energy types, Con 17, eldritch blast 9d6
Benefit: All your energy resistances (from your Warlock levels and the Additional Energy Resistance feat) improve by 5.
Special: You can take this feat more than once. Its effects stack.

ENERGY IMMUNITY (EPIC)
Prerequisite: Resistance 15 or more to at least two energy types, Con 19, eldritch blast 12d6.
Benefit: Choose one energy type to which your class features and feats have given you resistance 15 or more. You now gain complete immunity to that energy type.

ENERGY AFFINITY (EPIC)
Prerequisite: Con 20, Invocation caster level 28th, eldritch blast 13d6, Energy Immunity.
Benefit: Choose any energy type for which you have the Energy Immunity feat. Now, not only do you take no damage from energy of this type, but you also heal 1 point of damage for every 3 points of damage the effect would have otherwise dealt. If the amount of healing would raise you above your full normal hit point total, you gain any excess as temporary hit points that last for up to 1 hour. Temporary hit points gained in this way do not stack, they overlap, and only the highest amount of temporary hit points are kept; when the Warlock is subject to another effect that would deal damage of the type to which he has affinity, he can choose whether to keep the current temporary hit points or replace them with the new amount. You do not get saves against effects that deal damage of your chosen energy types; however, you do get saves against secondary effects associated with those attacks.
Special: This feat can be taken up to five times. Its effects do not stack. Each time you take it, it applies to a different energy type.
Note: In theory, you could use an eldritch essence such as brimstone blast to heal yourself, but keep in mind that you would be lucky to heal more HP than the blast has damage dice; just take one of the epic Fiendish Resilience feats and you'll be a lot better off.

OVERWHELMING BLAST (EPIC)
Requirements: Dex 23, Point Blank Shot, Precise Shot, Improved Precise Shot, Weapon Focus (ranged touch), Improved Critical (ranged touch), Power Critical (ranged touch), Ranged Spell Specialization, Epic Weapon Focus (ranged touch)
Benefit: The critical modifier of your eldritch blast becomes x4, and the threat range becomes 18-20.
Special: This feat only applies when you use a ranged touch attack to deliver your eldritch blast.


DEVASTATING BLAST (EPIC)
Requirements: Dex 23, Point Blank Shot, Precise Shot, Improved Precise Shot, Weapon Focus (ranged touch), Improved Critical (ranged touch), Power Critical (ranged touch), Ranged Spell Specialization, Epic Weapon Focus (ranged touch), Overwhelming Blast
Benefit: The damage dice of your eldritch blast improves by one step (from d6 to d8, from d8 to d10, from d10 to d12, or from d12 to d20).
Special: You can select this feat up to four times. Its effects stack (though no effect can raise your eldritch blast damage dice above d20).

RAPID BLAST (EPIC)
Prerequisite: Dex 19, base attack bonus +16, eldritch blast 9d6
Benefit: When using an eldritch blast to which you have not applied a blast shape invocation (other than eldritch spear or eldritch lance), you may make a full attack with the blast as if it were an ordinary ranged weapon. Using this ability provokes attacks of opportunity as normal for an eldritch blast, however, a successful Concentration check (DC 29 plus the number of attacks you make) allows you to avoid provoking attacks of opportunity with any of your eldritch blasts.

OPPORTUNITY BLAST (EPIC)
Requirements: Combat Reflexes, Combat Casting, Dex 19, base attack bonus +16, eldritch blast 10d6.
Benefit: You may make attacks of opportunity with an unmodified eldritch blast (with no eldritch essence or blast shape invocations other than eldritch spear or eldritch lance applied) against any target within 60 feet (or more, if eldritch spear or eldritch lance is applied). You must still make a Concentration check to cast defensively to avoid provoking attacks of opportunity for using this feat in a threatened area.

COMBAT BLASTING (EPIC)
Requirements: Combat Casting, Improved Combat Casting, Concentration 26 ranks, Point-Blank Shot, Mobile Spellcasting, Battle Casting, Combat Reflexes
Benefit: You never provoke attacks of opportunity for invoking an eldritch blast while threatened, even when faced by a creature with the Spellcasting Harrier feat or applying an eldritch essence or blast shape invocation.

SUMMON MINIONS (EPIC)
Prerequisite: Eldritch blast 9d6, Knowledge (the planes) 24 ranks, Cha 23, Steal Summoning
Benefit: You gain the spell-like ability to summon outsiders to do your bidding. This ability is usable once per day, and functions almost identically to the Summon spell-like ability possessed by most tanar’ri, baatezu, and similar outsiders, except that as an invocation, this power requires somatic gestures and is thus subject to arcane spell failure. The exact nature of the creature you summon depends on your alignment*, as detailed below:

LE: Ice Devil (gelugon)
NE: Ultroloth [Yugoloth]
CE: Glabrezu [Tanar’ri]
CN: Death slaad [Slaad]
CG: Ghaele [Eladrin]

Using this ability is a standard action that provokes attacks of opportunity unless you make a successful Concentration check to cast defensively. The summoned creature appears in the nearest unoccupied square. It follows your orders to the best of its ability, and persists for 1 hour or until you dismiss the ability. The summoned creature cannot use any of its own innate summoning, calling, or teleportation abilities (unless you possess the Demonwalk invocation, in which case they can accompany you in transit and do not count against your weight limit).

[B]ELDRITCH EYES (EPIC)
Requirements: Eldritch blast 9d6, Spellcraft 24 ranks, Dweomersight
Benefits: You gain the benefits of a constant greater arcane sight spell. This spell-like ability (equivalent to a 7th-level spell) is always active at a caster level equal to your caster level for your invocations. You can activate, dismiss, or reactivate the effect as a standard action that provokes attacks of opportunity, unless you make a successful Concentration check to cast defensively.

IMPROVED ELDRITCH EYES (EPIC)
Requirements: Eldritch Eyes, Spellcraft 25 ranks, Dweomersight, Int 19
Benefit: You can use analyze dweomer, as the spell. This is a spell-like ability (effective level 6th) useable at will, with a caster level equal to your warlock level. This power can even analyze artifacts, provided you succeed on a Spellcraft check (DC 50 for minor artifacts, DC 100 for major artifacts).

CHANNEL SPELL TRIGGER (EPIC)
Requirements: Craft Staff, Master Staff, Use Magic Device 30 ranks, ability to use Dark invocations, arcane caster level 30th.
Benefit: You can activate a spell trigger item without using a charge, providing a spell slot, or making a skill check. This ability is useable a number of times per day equal to your ranks in Use Magic Device divided by 10, rounded down. This ability is a function of you, not the magic item, and the daily use limit must be split up among different items equally. You could activate a staff of power twice and a staff of the cosmos once , or one of them three times, but you couldn’t use each three times. You can still activate the item additional times in a day by spending charges as normal.
In addition, you can use any charged spell trigger item to perform a retributive strike, and you are never killed when performing a retributive strike.
Lastly, if you possess levels of Eldritch Theurge and the Master Staff ( :ayyyy!: ) or Master Wand ( :yuck: ) feats, you can use siphon at will (caster level equal to your highest arcane caster level, subject to arcane spell failure if your invocations would be subject to such)

DIRE INVOCATION (EPIC)
Requirements: Invocation caster level 21st, eldritch blast 9d6, Cha 20, plus applicable requirements (see text for chosen invocation; warlock level refers to caster level for your invocations and not necessarily your levels in the warlock class)
Benefit: You may choose any dire invocation for which you meet the requirements and add it to your list of known invocations. Dire invocations follow all the rules for invocations (and are considered a separate, higher grade, allowing you to learn Dark invocations with the Extra Invocation feat), but interact with antimagic field as if they were an epic spell.
Special: You may select this feat any number of times; each time you do so, add another Dire invocation to your list of invocations known.



ELDRITCH VORTEX
Epic, blast shape, 10th;
Requirements: Warlock level 21st, eldritch cone
Effect: Your eldritch blast becomes a cylinder 60 feet wide and 200 feet tall centered anywhere within 100 feet (Ref for half damage).

ELDRITCH WAVE
Epic, blast shape, 10th
Requirements: Warlock level 23rd, eldritch cone
Effect: Your eldritch blast becomes a 120-foot-radius spread centered on you (Ref half).

ELDRITCH LANCE
Epic, blast shape, 10th
Requirements: Warlock level 21st, eldritch spear
Effect: Make ranged touch attack against any creature to which you have line of sight.

ELDRITCH DETONATION
Epic, blast shape, 10th
Requirements: Warlock level 22nd; eldritch doom, eldritch orb
Effect: Your eldritch blast becomes a streaking cannonball of magical energy that can be fired like a siege weapon with a range increment of 500 feet. Upon impact, it detonates in a 60-ft.-radius burst that deals eldritch blast damage (including secondary effects from essences) to everything caught in its radius. A Reflex save halves this damage, but a target struck directly by the effect does not get this save.

ELDRITCH ANNIHILATION
Epic, blast shape, 10th
Requirements: Warlock level 26th, Cha 29, eldritch doom, eldritch wave
Effect: Your eldritch blast affects all enemies within 100 feet of you (designate targets as with eldritch doom, Ref half)

ELDRITCH APOCALYPSE
Epic, blast shape, 15th
Requirements: Warlock level 40th, eldritch doom, eldritch detonation, eldritch annihilation
Effect: As eldritch annihilation, but no range limit; simply designate as many or as few targets you can see to hit with the eldritch blast (Ref half). From the top of a high mountain or a castle battlement, a warlock with this invocation can level miles of countryside with a sweep of his hand.


DISINTEGRATING BLAST
Epic, eldritch essence, 10th
Requirements: Warlock level 23rd
Effect: Your eldritch blast deals 2d6 damage/caster level (successful Fortitude save reduces damage to normal eldritch blast damage); creatures reduced to 0 hp by your eldritch blast crumble into dust. This is a disintegration effect, and can destroy force effects such as a wall of force spell or an impenetrable barrier invocation exactly like the disintegrate spell.

KILLING BLAST
Epic, eldritch essence, 10th;
Requirements: Warlock level 24th, Utterdark Blast
Effect: Creatures struck by your eldritch blast must make a Fortitude save or die. This is a necromantic negative energy death effect.


HORDE OF ROTTING NIGHTMARE
Epic, 10th
Requirements: Warlock level 25th, Knowledge (religion) 28 ranks, The Dead Walk
Effect: You can use plague of undead, as the spell (there is no material component). All undead animated with this invocation gain turn resistance equal to 1/2 your class level plus your Charisma modifier.

DEMONWALK
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (the planes) 24 ranks
Effect: You can use greater teleport and/or greater plane shift as the spell, but the effect can be used only to transport yourself, your familiar (if you have one), and up to 50 lbs. of inanimate objects. If you have line of sight to the destination, you can invoke this ability as a swift action.

WHISPERS OF FACELESS DOOM
Epic, 10th
Requirements: Warlock level 21st, Devil’s Whispers, Curse of Despair
Effect: You can use maddening whispers as the spell. When the effect ends, each creature with fewer HD than your caster level must make another Will save (same DC, but with a –5 penalty) or have the duration become permanent. If this happens, only a greater restoration, miracle, wish, or the like can remove it. This is as much a sonic effect as a mind-affecting ability, and a creature must be immune to both kinds of effects and have HD at least equal to 1/2 your caster level to be immune to the effect. This invocation has no somatic component (and is thus unaffected by arcane spell failure), but its full-round casting time makes it much more likely to be disrupted, and its verbal component renders it vulnerable to magical silence effects.

SOULBLIGHT
Epic, 10th
Requirements: Warlock level 25th, plague touch, any evil alignment
Effect: As plague (PH II), but infects targets with deathsong (BoVD, use the invocation DC for the save DC, if it is higher than 25). Any creature rendered unconscious, paralyzed, or dead by the disease crumbles to dust and is scattered by the wind, rendering its corpse unavailable for resurrection or reincarnation. A wish, miracle, or true resurrection spell could revive a creature killed by this invocation, but even such powerful magic has only a 50% chance of working. Check once for each creature; if the roll is 51-100, that creature cannot be brought back to life by nonepic spells. Creatures immune to supernatural diseases are also immune to this invocation.

WARP FLESH
Epic, 10th
Requirements: Warlock level 26th, Knowledge (arcana) 29 ranks, Word of Changing
Effect: This invocation allows you to change a living creature into another kind of living creature. The target creature must be within 60 feet, and you must have line of sight to it to target it with this ability. The target is allowed a Fortitude saving throw to resist the change; on a failure it immediately transforms into any form you choose, subject to the restrictions below: The assumed form must be a corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of Tiny to Huge size, whose Hit Dice do not exceed yours, the targets, or 30, whichever is lowest. This effect is permanent until dismissed or dispelled. If you target yourself with the effect, your Intelligence remains at least 3 regardless of what form you assume. Otherwise, this is a polymorph effect (PH II pg 95-96).
Alternatively, you can simply make a melee touch attack to infect a creature with warp touch (BoVD; use the invocation's save DC rather than the disease's DC).

HAND OF THAZSHARRAKOR
Epic, 10th
Requirements: Warlock level 26th, Knowledge (arcana) 29 ranks, Use Magic Device 29 ranks
Effect: You can use telekinesis, as the spell, with a weight limit of 100 lbs./warlock level and no maximum cap. Furthermore, the ability benefits from the following abilities, as the Master of the Unseen Hand (Complete Warrior) class features of the same name: versatile telekinesis, telekinetic wielder, sustained concentration, full attack telekinesis, improved violent thrust, telekinetic flight, and fling skyward. In addition, you benefit from the Skilled Telekinetic feat (Lords of Madness)

DREAD WARDING
Epic, 10th
Requirements: Warlock 23rd, Knowledge (arcana) 26 ranks, Curse of Despair
Effect: You can use antipathy as the spell. In addition to making the subjects uncomfortable, the effect also bestows a lasting affliction on those who trespass on the object or area. If a creature touches the warded object without permission, it must make a Will save or be affected as if by bestow greater curse. The exact details of the curse are up to the warlock who placed the ward, and can include colorful alternative curses such as those in Book of Vile Darkness rather than the boring crap in Spell Compendium, if the warlock is so inclined. If the ward is placed on an area, any warded creatures that enter the area and succeed on the save against the antipathy effect must also make a Will save for every full minute they spend in the area. If they fail any of the saves, they are plagued by terrible nightmares (as the nightmare spell, striking every time they attempt to sleep and allowing no saving throw). This continues every night, and the damage cannot be healed until the curse is lifted with a wish or miracle spell. This invocation’s casting time is 10 minutes, rather than 1 standard action. The creature must intentionally trespass on the object or area; invoking this power on your primary melee weapon does not give you the ability to use greater bestow curse at will with a melee touch attack; though it does provide a powerful disincentive against Sleight of Hand and Improved Disarm attempts.

HELLRIME VOID
Epic, 10th
Requirements: Warlock level 24th, Knowledge (the planes) 15 ranks, Chilling Tentacles, Darkness, Cold Comfort
Effect: You can use utterdark as the spell. The temperature within the area quickly drops to –50ºF over the course of 1d4+1 rounds, and nonevil creatures take 2d6 points of vile frostburn damage and 2d6 points of vile negative energy damage each round they remain within the zone [Fortitude half & Will half, respectively]. Evil creatures still take 1d6 points of cold damage and 1d6 points of negative energy damage each round. (see DMG & Frostburn for notes on extreme cold & frostburn damage). This invocation’s casting time is 1 standard action.

CLOAK OF ETHER
Epic, 10th
Requirements: Warlock level 29th, Knowledge (the planes) 25 ranks
Effect: You, your familiar (if any), and up to 50 lbs. of inanimate objects you wear or carry become ethereal, as the ethereal jaunt spell. This etherealness lasts until you choose to dismiss it, or some other effect banishes you from the Ethereal Plane or summons you to the Material Plane. This invocation does nothing unless you are in an area coterminous to or coexistent with the Ethereal Plane. [Thus it is usually useless on the Plane of Shadow, the Astral Pane, the Inner Planes, and the Outer Planes].

BRAINBLAST
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (arcana) 26 ranks, Curse Of Despair
Effect: This invocation allows you to completely destroy the target’s mind. It has a range of 60 feet, and you must have line of sight to the target. If the target fails a Will save, it is struck dumb (as feeblemind, but Wisdom also drops to 1) and completely insane (as the insanity spell). It loses access to all spell-like, supernatural, and psionic abilities that require specific action on its part, but it retains abilities that function continuously or automatically take effect, such as the energy drain of a vampire’s slam attack. Only greater restoration, wish, or miracle can undo this effect.

STORM OF AGES
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (nature) 13 ranks
Effect: You can use control weather, as the spell cast by a Druid of your Warlock level. You can only cause tornados, thunderstorms, sleet storms, torrential rain, hailstorms, sandstorms, sleet, blizzards, or hurricane-force winds [depending on the climate and the season]. Once the effect has been in place for 1d6+4 rounds, it can be discharged to create a storm of vengeance effect, as the spell cast by a Cleric of your warlock level, centered on your current location [and moving as you move]. Once your concentration lapses or the spell duration expires on its own, the control weather effect immediately ends, returning to normal within 1d6+4 rounds. You must activate the invocation again (a process taking 1 minute of uninterrupted concentration), allow the bad weather to manifest (taking an additional 1d6+4 rounds), then wait for an additional 1d6+4 rounds before the storm of vengeance is ready to be discharged again. You are immune to all inclement weather you personally generate from these effects.

OMNISCIENT GAZE OF SHRAZZ’TORYKK
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (arcana) 25 ranks, See the Unseen, Wis 20
Effect: You gain true seeing out to the limit of your line of sight for 24 hours. In addition, you can see through solid matter by concentrating, as if wearing a ring of X-ray vision. However, this invocation is not physically exhausting like an actual ring of X-ray vision is, and thus you can use it for an unlimited period each day without taking Constitution damage.

UTTERANCE OF DOOM
Epic, 10th
Requirements: Warlock level 23rd, Baleful Utterance, Weighty Utterance, Dark Speech, evil
Effect: You can use blasphemy, as the spell. In addition, this invocation triggers an earthquake effect (as the spell, except the area is a 40-ft. radius spread centered on you). You are not endangered by the earthquake in any way.

DARK DEMESNE
Epic, 10th
Requirements: Warlock level 29th, Path of Shadow, Knowledge (the planes) 30 ranks, nongood
Effect: You can use shadow landscape as the spell. However, rather than designating shadow guardians, the spell instead allows natives of the Plane of Shadow easy access to the spell’s area. Use the encounter chart for the region of the Plane of Shadow contiguous to the spell area when rolling for encounters, rather than the normal chart for that area. In addition, the area is desecrated (treat as a shrine to an evil power) and unhallowed (with a doom effect targeting all those you do not designate as free travelers), as the spells, but with the area and duration of shadow landscape.

THRALL OF THE MASTER
Epic, 10th
Requirements: Warlock level 26th, Charm, Dark Puppet, Devil's Whispers, Dark Imperative, Diplomacy 15 ranks, Cha 25
Effect: You can use monstrous thrall, as the spell. In addition, you are constantly aware of their condition, as per the status spell, and can scry on them by concentrating (this functions as greater scrying, but provides visual and auditory information and allows no saving throw. While scrying, you are completely unaware of your own surroundings, as if in a trance.) Only one creature may be enthralled at any one time; each use of this invocation (successful or not) dismisses any previous castings.

SUNDER DWEOMER
Epic, 10th
Requirements: Warlock level 26th, Voracious Dispelling, Knowledge (arcana) 29 ranks, Cha 25
Effect: You can use Mordenkainen’s disjunction, as the spell. In addition, all items and creatures within the area of the spell are affected as if by reciprocal gyre (this effect resolves prior to the disjunction).

EFFULGENT SUBSUMPTION
Epic, 10th
Requirements: Warlock level 30th, Caster’s Lament, Devour Magic, Spellcraft 30 ranks, Cha 27
Effect: You can use reaving dispel, as the spell (but with no maximum limit on your caster level bonus). You can even counterspell other caster’s spells (as caster’s lament, but affects any spells of 9th level or lower). When you successfully perform a targeted dispel on a magical effect, you can choose to convert it into positive (or negative or reparative, depending on your type) energy, healing yourself of 2d6 points of damage per level of the spell, rather than reaving the effect.

IRIDESCENT ORB OF MYRIAD HUES
Epic, 10th
Requirements: Warlock level 26th, Impenetrable Barrier, Prismatic Blast, Spellcraft 29 ranks, Cha 25
Effect: You can use prismatic sphere as the spell. Only one iridescent orb can be in effect at one time; further uses of this invocation dismiss any existing castings.

BASTION OF DARKNESS
Epic, 10th
Requirements: Warlock level 23rd, Spellcraft 25 ranks, Disguise 10 ranks, Int 19
Effect: Use Mordenkainen's magnificent mansion, as the spell; 300-ft.-radius around the entrance protected by screen and dimensional lock effects, and patrolled by greater prying eyes that observe as you direct (the eyes are permanent, and if destroyed or dispelled reform 1 hour later.) This invocation lasts until dispelled; activating it requires 8 hours of concentration and immediately ends any previous castings. Changing the conditions of the screen requires 1 hour of work; raising or lowering the dimensional lock or punching or plugging holes in it (minimum 10 ft cube) requires 1 minute of work per cube affected, or 5 minutes for a complete raising or lowering. With 1 minute of work you can imbue a touched item with arcane mark, nondetection and Nystul's magic aura effects that last until it is removed from the area. With 10 minutes of concentration, you can use sequester or teleport object (ethereal version only) on a touched item. If you are within the area, you can call an item you have imbued with arcane mark as if by using Drawmij's instant summons, so long as both you and the item are within the area. This ability is not affected by the dimensional lock, and neither are any teleportation effects you yourself employ.

MIGHT OF THE TITANS
Epic, 10th
Requirements: Warlock level 26th, Con 25, Great Fortitude, Epic Fortitude, Power Attack
Effect: You can use giant size, divine power, and divine agility (self only), as the spells with a single standard action and a duration of 24 hours. You gain two slam attacks appropriate to your size as primary natural weapons, and gain the benefits of Great Cleave, Improved Critical (slam), Power Critical (slam), Improved Natural Attack (slam), Awesome Blow, Improved Whirlwind Attack, Weapon Focus (slam), Weapon Specialization (slam), Greater Weapon Specialization (slam), Greater Weapon Focus (slam), Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Overwhelming Critical (slam), and Devastating Critical (slam) for the duration of the effect.

SIPHON MAGIC
Epic, 10th
Requirements: Warlock level 26th, caster's lament, devour magic
Effect: You can radiate an antimagic field, as the spell. You gain fast healing equal to the number of spell levels currently being suppressed. For example, if you were adjacent to a cleric under the effect of righteous might and divine power and a fighter affected by stoneskin and haste, you would gain fast healing 16 for as long as the spells remain suppressed by the field. If a spell's duration expires while it is still suppressed, it no longer provides fast healing. Your own invocations and spell-like and supernatural feats and class features are not affected, though your spells from other spellcasting classes are (unless you are a member of a hybrid prestige class such as the eldritch disciple or the eldritch theurge). If the siphon magic effect is destroyed by a Mordenkainen’s disjunction spell or similar effect, you must make a Will save or be stunned for 1 round and take 1d4 points of damage per caster level of the disjunction effect (maximum 100d4).

IRIDESCENT INTEGUMENT
Epic, 10th
Requirements: Warlock Level 23rd, Impenetrable Barrier, Cocoon of Refuse
You can use forcecage, as the spell. The interior of the cage is sealed off from the Astral Plane, as if by a dimensional lock spell. When cast, the cage normally lasts 24 hours or until the invocation is used again. If the material component is supplied, however, that particular casting does not dismiss any previous castings.

VOIDWALK
Epic, 10th
Requirements: Warlock level 29th, Retributive Invisibility, Dark Discorporation, Cha 27
Effect: You can use ghostform and superior invisibility, as the spells, with a duration of 24 hours. You can bring along up to 50 lbs. of equipment with you; any excess you were wearing or carrying drops to the ground when you activate this invocation. You need not remain adjacent to the surfaces of solid objects, and can attack ethereal and incorporeal creatures as if you were both corporeal. You gain a fly speed of 100 feet (perfect), and need not eat, drink, breathe, or sleep while incorporeal. True seeing, greater arcane sight, greater prying eyes, analyze dweomer, and the like only reveals your presence if it is cast at a higher level than yours. This invocation is not subject to dispel magic or any of its higher-level cousins; only make manifest, ghost trap, or [I]Mordenkainen’s disjunction[/] and the like can suppress or end it.

BLIGHT OF FESTERING DOOM
Epic, 10th
Requirements: Warlock level 26th, Cha 29
Effect: You can blight a vast area of land with evil and corruption. This invocation has a radius of 100 ft./level. Any water within that radius is affected as if by a [I]befoul spell. Otherwise, this ability functions as a despoil spell.

TENEBROUS SKIP
Epic, 10th
Requirements: Warlock level 23rd, Mobile Spellcasting, Flee The Scene
Effect: You can use greater dimension jumper and greater blink, as the spells, with a duration of 24 hours. You may blink away from an attack as an immediate action rather than by readying an action.

UNRAVEL THE VEIL
Epic, 10th
Requirements: Warlock level 29th, Cha 29, Knowledge (the planes) 32 ranks, Knowledge (arcana) 32 ranks
Effect: You can use reality maelstrom, as the spell (in its original MotP printing). However, you must maintain concentration to use this effect, and rather than a random plane, the maelstrom opens into the Far Realm. In addition, anyone who has line of sight to the maelstrom must make a Will save or be confused for as long as the rift is within sight and for 10d6 minutes thereafter. At the end of that period, a successful Will save allows them to return to normal, otherwise the effect becomes permanent, as the insanity spell, and can only be lifted by a wish or miracle spell. Any creature with a Wisdom score is susceptible to this madness; however, pseudonatural creatures, half-Farspawn creatures, kaorti, 10th-level alienists, and natives of the Far Realm are immune to the effects, and can always choose whether or not to be pulled into the vortex.

SOUL SCHISM
Epic, 10th
Requirements: Warlock level 29th, Int 15, Cha 27, Knowledge (arcana) 25 ranks, Knowledge (the planes) 30 ranks, Knowledge (religion) 25 ranks, possession
Effect: You can use astral projection, as the spell (there is no material component). However, you can only affect yourself and 50 lbs. of objects, and any objects you pick up in excess of this limit drop to the ground when you assume astral form. In addition, you can leave your body ethereally and attempt to possess other creatures, as described under demonic possession in Book of Vile Darkness, Eberron Campaign Setting, and, most up to date, Fiendish Codex I: Hordes of the Abyss.

HELLFIRE GENESIS
Epic, 10th
Requirements: Warlock level 26th, Cha 26
Effect: You cause one creature within 60 feet to explode, as the detonate spell, except that the damage is hellfire damage and is not affected by fire resistance or immunity. If the primary target dies, they are instantly reborn as a pit fiend or balor (your choice), which serves you for one hour before transmigrating to the lower planes. If a target is reborn as an evil outsider, they cannot be raised or resurrected, only reincarnated, and even then their outsider form must be slain first.

SEARING HATRED
Epic, 10th
Requirements: perditious blast, dread seizure, warlock level 21st
Effect: You can use pulse of hate, as the spell, but with a radius of 60 feet, and dealing 2d6 points of vile unholy damage each round to enemies in the area. Foes that fail the Will save are stunned for that round.

TENEBROUS CRUSH
Epic, 10th
Requirements: Crushing grip, warlock level 29th, Cha 29
Effect: You can use implosion, as the spell, except that there is no limit on how long you may maintain concentration and foes slain by this power have only a 50% chance of being returned to life, as if Tenebrous Crush was affected by the Reaping Spell metamagic feat.

AURA OF THE SOULDRINKER
Epic, 10th
Requirements: Soulreaving aura, utterdark blast, warlock level 29th, Cha 29
Effect: You can radiate an aura of death that functions like a greater consumptive field spell, except that the aura extends out to 60 feet, the maximum hp of targets affected by the aura is equal to your caster level, and each creature within 60 feet of you must make a Fortitude save each round or gain a negative level. Negative levels stack, and affect foes as if they were bestowed by an energy drain spell. Foes that die from this spell are affected as if by a barghest's feast. Each negative level bestowed grants you 5 temporary hit points which last for up to 1 hour. Temporary hit points from multiple sources stack, up to a maximum equal to your full normal hit point total.

GIFT OF THE DARK ONE
Epic, 10th
Requirements: Warlock level 30th, Cha 29
Effect: You can use limited wish, as the spell, with no XP cost, unless you wish for 'greater effects,' in which case you are a munchkin and must DIE!
Or pay the XP cost.
Uberman

02-20-07, 02:02 AM
Most of them I like, but some seem wrong...
Specifically, Lord of the Universe seems like it was made as a joke...


Wish, Miracle, etc.. AT WILL.. NO XP COST...

AKA 'lvl 50 warlock = carpe diem'?
AngelLemmingThief

02-20-07, 08:10 AM
Like your work PI. As often in the case where someone has provided loads of work in one go I am somewhat overwhelmed. I have no idea where to start to provide specific feedback. However it looks good, seems generally balanced as far as my little brain can tell, and may actually encourage folks to play Warlocks at epic, which I think from your other post is what you are after.
ZiggZagg

02-20-07, 09:19 AM
Everything looks alright, but as Uberman said, there is no way you can allow the Lord of the Universe invocation. Wish and Miracle at no XP cost is insanity. Even the limited wish one. Put an XP cost on those and then everything should be fine.
AngelLemmingThief

02-20-07, 02:33 PM
I am going to go out on a limb and disagree. That feat costs you 50 levels of Warlock, I think that balances it out nicely.
Witch

02-20-07, 03:22 PM
No, it doesn't. Wish without xp cost will cause extreme problems at any point where 5,000 XP remains significant - even when it's not at will. Making it at will significantly unbalances wealth guidelines, both with regards to gold and with regards to inherent bonuses. Aside from that, I also don't like feats with level requirements. That should be altered to things such as "Eldritch Blast 25d6" or similar, as well as skill requirements (i.e. spellcraft 53 ranks).
Uberman

02-20-07, 06:20 PM
Yeah, even with 50 levels.... Don't forget Wish/Miracle duplicates EVERY lvl 8 or lower spell.. AND you can create money with Wish... AT WILL..

In other words, you now create 25,000 GP/round, and have all buffs permanent.
Pitiless_Interfector

02-20-07, 10:35 PM
Most of them I like, but some seem wrong...
Specifically, Lord of the Universe seems like it was made as a joke...


Wish, Miracle, etc.. AT WILL.. NO XP COST...

AKA 'lvl 50 warlock = carpe diem'?

By that point in the typing process, my brain had become host to m'Peke-m'Peke, monkey god of sleep deprivation, whom the Aztecs credited for granting the gift of the coffee bean. (He has the Possess Mortal ability). Mistakes were made. Prerequisites have been tightened, and I will never do it again.
(This reply was a joke too!... though m'Peke-m'Peke sounds plausible, doesn't he? :evillaugh )

Like your work PI. As often in the case where someone has provided loads of work in one go I am somewhat overwhelmed. I have no idea where to start to provide specific feedback. However it looks good, seems generally balanced as far as my little brain can tell, and may actually encourage folks to play Warlocks at epic, which I think from your other post is what you are after.

Thanks! I know what you're feeling; now that the pills have worn off I'm having trouble believing I wrote this much either. But it's nice to know someone thinks I'm on target.

Everything looks alright, but as Uberman said, there is no way you can allow the Lord of the Universe invocation. Wish and Miracle at no XP cost is INSANITY. Even the limited wish one. Put an XP cost on those and then everything should be fine.

You're both right. I've changed Gift of the Dark One to preclude the greater effects (such as 'automatically suceed on a save or attack roll' and other muchkin crap) unless you pay the cost (and in any event, I've houseruled that using the limited wish spell to force a hostile creature to reroll or take a save penalty allows them SR or a Will save to negate (for rerolls and save penalties, respectively) but that's it. Limited wish simply isn't very powerful at epic levels, an in fact, the only mention of it in Complete Mage lists it as one of the 3 spells a generalist mage should avoid. I really don't see how duplicating any spell of 6th level or lower is unbalancing at level 30, by which point 300 XP is a drop in the Grand Canyon. And as for the numerous effects that limited wish can undo, like insanity, they can be easily erased with far more panache and efficiency by any cleric of the same level. OR, you could just do it yourself. You DO have (level + 3) ranks in Use Magic Device and nearly 1,000,000 gp worth of equipment, right?

I am going to go out on a limb and disagree. That feat costs you 50 levels of Warlock, I think that balances it out nicely.

Again, thanks for realizing what I was trying to do; here, have a cookie! :cookie:

No, it doesn't. Wish without xp cost will cause extreme problems at any point where 5,000 XP remains significant - even when it's not at will. Making it at will significantly unbalances wealth guidelines, both with regards to gold and with regards to inherent bonuses. Aside from that, I also don't like feats with level requirements. That should be altered to things such as "Eldritch Blast 25d6" or similar, as well as skill requirements (i.e. spellcraft 53 ranks).

Your first point: There was a typo in the first edition. Originally, the Cha prereq was supposed to be 60, not 39, but I got confused as to which invocation I was actually typing up and screwed the pooch. But, originally, this ability only became available about 13 encounters before all possible advancement by class levels or racial HD becomes impossible, and required you to have the highest possible score in Charisma that a humanoid can possess. (To circumvent these universal limits, you must first slay The Serge, Guardian of the Flame of Dicefreaks). Of course, now I realize that I was basically stating that regardless of cosmological rules you can become a god by taking 50 levels of warlock and taking Great Charisma for 30 levels straight. This was a mistake. Now, in addition to the level and ability requirements, I've added Divine Rank 0.5 to the prerequisites. (It's up to the DM whether to round up or round down.)

As for your second point, you are correct, and raise a valid point that I can't believe I overlooked. All references to Warlock level (at least in the invocation prerequisites) should be changed to Arcane Caster Level.

And lastly, a few of these invocations have prerequisites that aren't in any official sourcebook (I think the prismatic sphere one had an eldritch essence called prismatic blast as a prerequisite); there were some cut-and-paste errors in the first edit; I'd actually created a respectable number of nonepic invocations some time ago and will attempt to dig them up and add them to the end of the main thread as a spoiler.
Pitiless_Interfector

02-20-07, 10:58 PM
Just checking up on the thread, and WOW, is it long. It takes me nearly 30 seconds to scroll all the way to the bottom even on maximum burn. If any of you have managed to read the whole thing, have a cookie. :cookie: If you find a typo and post a correction suggestion, take 2: :cookie::cookie:
Pitiless_Interfector

02-21-07, 08:26 PM
...And lastly, a few of these invocations have prerequisites that aren't in any official sourcebook (I think the prismatic sphere one had an eldritch essence called prismatic blast as a prerequisite); there were some cut-and-paste errors in the first edit; I'd actually created a respectable number of nonepic invocations some time ago and will attempt to dig them up and add them to the end of the main thread as a spoiler.

Apparently, there is a limit of 50,000 characters on any one post; adding the nonepic invocations, even as a spoiler, would bump it up to 51,100+ characters. Once again, I express amazement at my overcaffeinated alter ego's tenacity.
In any event, the following are several nonepic invocations I developed. These are placed here for reference, as several of them are prerequisites for some of the epic invocations presented above.


Witchlight
Least; 1st
An eerie green light springs into being over your shoulder. Resembling a will-o’-wisp, it gives off illumination as a light spell, and lasts for 24 hours or until dismissed. Hostile creatures within the radius of the light who fail a Will save are affected as if by a bane spell until they leave the radius of the light. While the light is illuminated, you gain the benefits of a bless spell for as long as you remain within the light.

Faithful attendant
Least, 1st
You can use unseen servant, as the spell, with a duration of 24 hours. Anyone viewing the servant with see invisibility, true seeing, or the like, sees a diminutive winged implike creature that has a discernible likeness to you in behavior and personality. Only one faithful servant can be in effect at any one time; if it is destroyed, you cannot use this invocation again for 1 hour.

Dark imperative
Least, 1st
You can use command, as the spell, but if the target is humanoid, it need not understand your language to receive the command.

Eldritch orb
Least, 1st, blast shape
You turn your eldritch blast into an orb attack that functions much like throwing a flask of acid. It is a thrown weapon with a range increment of 10 feet, requiring a ranged touch attack to hit. (See throw splash weapon, PH 158, for details.) On a direct hit, a creature takes the full effect of the eldritch blast, including any eldritch essence applied to the blast. Creatures subject to splash damage take 1 point of damage per die (including any extra dice of damage due to an essence, i.e. brimstone blast), and get a +4 bonus on saving throws made to reduce or mitigate secondary effects tied to the blast.


Crackling blast
Lesser, 3rd, eldritch essence
Your eldritch blast deals electricity damage. If a target of the spell is wearing metal armor, made out of metal, or holding and/or carrying metal objects that would constitute more than a light load, the warlock gets a +4 bonus on the ranged touch attack to hit them with the blast, and they take a –4 penalty on Reflex saves for half damage when this is combined with a blast shape invocation that affects an area.

Ghostly mount
Lesser, 3rd
Use phantom steed, as the spell. The conjured horse lasts for 24 hours, and has hp equal to twice your caster level. If it is destroyed, you take 1d10 points of damage. When you become capable of using Dark invocations, the horse’s maneuverability while flying becomes perfect. The horse will only carry you and your equipment, and only one horse can be in effect at one time.

Retributive image
Greater, 5th
You can use retributive image, as the spell.

Shrieking blast
Greater, 5th, eldritch essence
Your eldritch blast deals sonic damage, ignores hardness, does full damage to objects, and deafens creatures that fail a Fortitude save for 1 hour.

Bloodhound
Greater, 6th
Use Mordenkainen’s trusted bloodhound, as the spell, with a duration of 24 hours. The hound has true seeing, and can track creatures on coexistent or coterminous planes. If you have a connection (as per the scrying or nightmare spells) with the subject you’re tracking, the hound can even ignore hide scent, pass without trace, and entropic warding effects.

Icy immobility
Greater, 6th
You can use hold monster, as the spell, except that you must concentrate to maintain the effect, and the target must make a Fortitude save each round or take 1d6 points of nonlethal damage, as if from extreme cold. On a successful Will save, the target becomes immune to this invocation for 24 hours.

Suffocating sphere
Greater, 6th
You can use Otiluke’s resilient sphere, as the spell (duration Concentration + 1 round/level, however), but the sphere begins to shrink slowly, crushing its victim. The victim takes 1d4 points of lethal damage each minute and 1d6 points of nonlethal damage each round. If they fall unconscious, they begin to suffocate, dropping to 0 hp, then on the next round to –1 hp and dying, then on the next round they die. Creatures that don’t breathe take no nonlethal damage from this invocation and cannot die of suffocation (though they can be crushed to death).

Eldritch barrage
Dark, 8th, blast shape
Your eldritch blast takes the form of 1 10-ft.-cube per 4 levels. These cubes can be placed anywhere within 60 feet, and need not be contiguous to each other, but do not create stacking damage in areas of overlap. Creatures and objects in the cube can make a Reflex save for half damage.

Prismatic blast
Dark, 9th, eldritch essence
You turn your eldritch blast into a prismatic blast. Any creatures of 8 HD or fewer struck by the blast are blinded for 2d4 rounds, with no saving throw allowed. For each creature struck by the blast, roll d8 to determine what effect the blast has on that particular creature (make this roll before any other rolls are made):

1: red: blast deals fire damage and ignites subject on a failed Ref save, as brimstone blast.
2: orange: blast deals acid damage and ignores spell resistance, dealing extra damage on following rounds as per vitriolic blast.
3: yellow: blast deals electricity damage and dazzles creatures for 1 hour on failed Fortitude save. Creatures wearing, carrying, or made out of metal take +2 points of damage per die.
4: green: creature must make a Fortitude save or be nauseated, as noxious blast.
5: blue: blast deals cold damage and Dex penalty, as hellrime blast.
6: indigo: Target must make a Will save or be confused for 1 round, as bewitching blast.
7: violet: Target must make a Fortitude save or be stunned for 1 round, as binding blast.
8: multiple rays; reroll twice (ignoring further 8s) and impose a –4 penalty on associated saves (if any).

Dark Dream
Greater; 5th
Use phantasmal killer, as the spell, with a range of 30 feet. If the target fails to disbelieve but succeeds on the fortitude save, it must make another Will save or flee in panic for 1 round/level. This invocation can be rebounded off of a helm of telepathy, and creatures under the effect of a protection from evil or protection from chaos spell are immune. If a creature succeeds in disbelieving the effect, he becomes immune to dark dream for 24 hours.

Killing fog
Greater, 5th
Use cloudkill, as the spell. Only one killing fog may be active at a time; if you activate it again while the first remains, the first vanishes as if dismissed.

Indescribable agony
Dark, 5th
Use wrack, as the spell, but target takes 1d4 (nonstackable) penalty to Strength for 3d10 minutes in addition to being shaken.

Counsel of the Dark One
Dark, 5th
Use contact other plane, as the spell, but make a Charisma check rather than an Intelligence check to avoid the mental backlash (which shuts down your invocations for the given period if the check is a failure). Add +2 to the DC for every previous use of this invocation in the last 7 days.

Scourging Death
Dark, 6th
Use circle of death, as the spell, with no material component required. A successful save against this ability provides 24 hour immunity.

Otherworldly Prison
Dark, 8th
Use maze, as the spell. If a creature is caught in the maze, it remains until it makes an Intelligence check (DC 15 + your Charisma modifier), you use this invocation again on another creature, or a number of rounds equal to 1/4 your level have passed.

Dark Puppet
Dark, 5th
You can usurp the mind of any humanoid within close range whose Hit Dice do not exceed your caster level, as the spell dominate person. As long as the effect lasts, you are constantly aware of the direction and distance to them and their approximate condition, as the status spell. You may only have one dark puppet effect active at any time. Using this invocation again while the first is still active causes the first effect to end as if dismissed. When the duration expires or the effect ends prematurely, (dismissed, dispelled, or resisted with a successful Will save), you take a -6 penalty to Charisma for 24 hours.
Pitiless_Interfector

04-12-07, 06:56 PM
:bump: :bump: :bump: :bump: :bump: :bump:

Sorry for being such a self-centered pr!ck, but this was just way too much work setting up for it to all just go to waste.
Starmage21

04-13-07, 08:46 AM
I think the Lord of the Universe feat should be changed to grant those particular spells as Spell-Like Abilities in all shapes and forms. By 50th level, anything you can do with Wish(or similar) is going to bea complete waste of time, with the exception of creating magic items. The caster shouldnt have to pay the 5K XP just for casting the spell, but the XP costs above and beyond that 5K for creating magic items should still be inflicted upon the caster.

Witch is jumping the gun a bit IMO. I run 30th level games from time to time, and Ive yet to see a Wish(or similar) spell cast at all.
Witch

04-13-07, 09:11 AM
Witch is jumping the gun a bit IMO. I run 30th level games from time to time, and Ive yet to see a Wish(or similar) spell cast at all.
Because of the XP cost being a balancing factor.

Note: there's not necessarily an issue in allowing Wish to replicate spell effects without XP cost. The problems lie in the rest of the options.
Starmage21

04-13-07, 01:04 PM
Because of the XP cost being a balancing factor.

Note: there's not necessarily an issue in allowing Wish to replicate spell effects without XP cost. The problems lie in the rest of the options.

Perhaps you should read the rest of my post friend. I talk about the other options.

That said, the XP cost isnt so much a balancing factor. You could summon a creature with Wish as an SLA and end with many of the same effects of casting it yourself(lasting magical effects do not last past the duration of the summon).

I know for a fact that my players arent casting WIsh and Miracle so much for it having an XP cost, but that theyre not accomplishing anything useful with it for that XP cost. Beyond a certain point(which I have not nailed down yet, in spite of much thought on the matter), Wish just ceases to be as useful as it was pre-epic.
Witch

04-13-07, 06:47 PM
Perhaps you should read the rest of my post friend. I talk about the other options.
You don't talk about granting inherent bonuses to all ability scores for every possible ally you can get, for one. Without XP cost. The only one you think warrants an XP cost is creation of magic items.

That said, the XP cost isnt so much a balancing factor. You could summon a creature with Wish as an SLA and end with many of the same effects of casting it yourself(lasting magical effects do not last past the duration of the summon).
You'd need to force a creature to use it.

I know for a fact that my players arent casting WIsh and Miracle so much for it having an XP cost, but that theyre not accomplishing anything useful with it for that XP cost. Beyond a certain point(which I have not nailed down yet, in spite of much thought on the matter), Wish just ceases to be as useful as it was pre-epic.
Wish is every single utility spell you can get. Which is a good thing. Wish is the only method of undoing some spells. It is the only method of killing some beings. It is the method of attaining inherent bonuses. Etcetera.
Starmage21

04-13-07, 08:11 PM
You don't talk about granting inherent bonuses to all ability scores for every possible ally you can get, for one. Without XP cost. The only one you think warrants an XP cost is creation of magic items.


You'd need to force a creature to use it.


Wish is every single utility spell you can get. Which is a good thing. Wish is the only method of undoing some spells. It is the only method of killing some beings. It is the method of attaining inherent bonuses. Etcetera.

You must have odd players if they arent starting with the highest inherent bonus in their prime attributes(or perhaps odd treasure values if theyre not finding the tomes). So its an abuse to have that +5 inherent bonus in your STR as a wizard? When that proves some kind of use, let me know.
In my experience, the important inherent bonuses are already present in PCs who would find use using the wish spell to gain them. Worse the tomes are much cheaper for starting characters than equivalent wish scrolls, and players who pursue those bonuses during play will likely justcreate the tomes themselves when they have the chance at a much lower XP cost.

Having every single utility spell on hand via Wish spell duplication does not necessary change things. My experience shows the real dedicated wizards will scroll their utility spells and memorize a full compliment of combat spells anyway. Your scenario changes nothing, but my players must be different than yours, unless youre coming from a purely speculative point of view.
Witch

04-14-07, 07:28 AM
You must have odd players if they arent starting with the highest inherent bonus in their prime attributes(or perhaps odd treasure values if theyre not finding the tomes). So its an abuse to have that +5 inherent bonus in your STR as a wizard? When that proves some kind of use, let me know.

You don't talk about granting inherent bonuses to all ability scores for every possible ally you can get, for one. Without XP cost. The only one you think warrants an XP cost is creation of magic items.

Having every single utility spell on hand via Wish spell duplication does not necessary change things. My experience shows the real dedicated wizards will scroll their utility spells and memorize a full compliment of combat spells anyway. Your scenario changes nothing, but my players must be different than yours, unless youre coming from a purely speculative point of view.
Spell replication is fine at will. The rest isn't.
Pitiless_Interfector

04-25-07, 06:43 PM
I realize that the wish and miracle powers are going to be the most contentious aspects of this material (hell, they're always contentious), but I'd like to broaden this discussion and get just a little feedback on some of the other invocations. Not that I'm killing this discussion; I just want to try and iron out as many wrinkles as possible (including Lord of the Universe, which is the Everest of the [metaphorical] wrinkles).

Apologies if I'm not as able to get back to you guys on this as swiftly or frequently as I would like; between school and cult responsibilities, I'm rather strapped for time.

And by the way, Witch, what's the story on your avatar? Now that Pearl and Diamond are on the DS, Pokemon isn't gay anymore!
Osirenth_Archlocke

04-30-07, 09:52 PM
The names you've used have a lot of typical Warlock flavor. Well Done! But how about some alternatives for the occasional CN/CG Warlock. Either dual names for some feats, or separate feats for non-evil Warlocks?
I like the feat tied to the Far Realm. It points up a problem I've mentioned elsewhere, which is that single class Warlocks can't take the Alienist PRC, and unless they pick some unusual feats wouldn't benefit from it much, but the Warlock goes so well with the underlying idea of a Far Realm tie.
Yue Ryong

05-02-07, 06:47 AM
I don't understand why people are so worked up about Lord of the Universe. By 50th level, almost any Cleric, Wizard or Sorcerer will have forked out the feats required to get a 17th level spell slot and then taken Innate Spell. It may be a bit much, but it's hardly beyond the pale. Heck, some of them may have even picked up a 21st level slot for Quickened versions.
rob_douglas

05-02-07, 10:05 AM
It is only because of the XP costs - Innate Spell doesn't remove the XP cost.

I don't think I understand the "Divine Rank 0.5" part though - but I haven't read them all - is there some way you have invented to get 1/2 a divine rank? Or even Divine Rank 0 - because that alone is hard enough being that there is no RAW way to do it.

I do like that you have feats for such high levels. I noted recently that there are no other feats that have a required minimum level of above 27th. More powerful feats for 50th level seem like a good thing.

ROB
Aluroon

05-02-07, 10:54 AM
Why not add a stipulation that using Wish to create a permanent effect does cost exp? This means you can use it to simulate any spell you want, but adding a bonus to ability scores or creating magic is still going to cost you exp.

As I interpreted it the original intent was to give them access to magic.
Pitiless_Interfector

05-02-07, 05:23 PM
It is only because of the XP costs - Innate Spell doesn't remove the XP cost.

I don't think I understand the "Divine Rank 0.5" part though - but I haven't read them all - is there some way you have invented to get 1/2 a divine rank? Or even Divine Rank 0 - because that alone is hard enough being that there is no RAW way to do it.
ROB

DM's choice to round up or round down. ;)

I do like that you have feats for such high levels. I noted recently that there are no other feats that have a required minimum level of above 27th. More powerful feats for 50th level seem like a good thing.

ROB

Well, the trouble with warlocks is; if you want to pick up Epic invocations, you have to sacrifice your feat slots. And many of the feats up there are technically open to any epic warlock, but in practice require so many feats as prerequisites that you have to be lv. 35+ to achieve them. You can't do everything with just one warlock character; that's my main frustration with the class, and my semi-player/semi-DM intuition tells me that the more hair-yankingly annoying a restriction is, the more essential it must be to maintaining game balance.
rob_douglas

05-03-07, 12:00 PM
The problem with the Divine Rank though is that even if the DM rounds down, mortals do not have Divine Rank 0, they lack Divine Rank at all - so you still need a way to become a Quasi-Deity regardless.

I see what you are saying about the Warlocks - I don't have a problem with requiring the very high levels - I like that someone is thinking that way. It should be possible to get more powerful feats at higher levels, either through long prereq trees, or steep skill/level prereqs. I would like to see an Epic Warlock be able to be more "universal" in his abilities - there are two paths you could use, becoming more focused, or more generalist. Either should be an option for an Epic Warlock.

ROB
Pitiless_Interfector

05-06-07, 06:52 PM
The problem with the Divine Rank though is that even if the DM rounds down, mortals do not have Divine Rank 0, they lack Divine Rank at all - so you still need a way to become a Quasi-Deity regardless.
ROB

Well, the thing here is, a warlock has a spiritual connection to the source of his power; a source that particularly devout warlocks sometimes revere as a deity. Deep in their souls, there is a part of them that is not human[oid]. As their power grows, this inhuman[oid]ity begins to spread. From an in-universe perspective, there is very little difference between an epic warlock and a deity. As their power transforms their very body, they begin to take on characteristics and traits of the otherworldly beings from whom they (ultimately) received their power; beings who are immortal, and sometimes even worshiped as deities. In my opinion, it is a very poor DM who refuses to let his warlock PC attempt to usurp the throne of the demon prince they were bound to; and most demon princes are in fact quasi-deities. Of course, the whole concept of what is and isn't a god is a very messy line; the concept of Divine Ranks is about as contrived as the binomial classification of species; no organism is utterly identical to another, so how do you define whether, say, fat bastard and a mutant four-armed African bushmen are the same species or not? I haven't found a single real-world example of a concrete miracle (not Genesis, but Red Sea Parting type stuff) that a mortal in D&D couldn't duplicate.
Shroud_The_Warlock

05-06-07, 08:44 PM
Doesn't Miracle let you cast any 8th level spell or lower with no penalty to XP? Clerics at that level could take Innate Miracle and have almost all the spells. (My brother had toyed with the favored Soul)
bluemage55

05-06-07, 11:44 PM
Doesn't Miracle let you cast any 8th level spell or lower with no penalty to XP? Clerics at that level could take Innate Miracle and have almost all the spells. (My brother had toyed with the favored Soul)

Nope. Miracle requires that you pay any xp costs.
bluemage55

05-06-07, 11:48 PM
Well, the thing here is, a warlock has a spiritual connection to the source of his power; a source that particularly devout warlocks sometimes revere as a deity. Deep in their souls, there is a part of them that is not human[oid]. As their power grows, this inhuman[oid]ity begins to spread. From an in-universe perspective, there is very little difference between an epic warlock and a deity. As their power transforms their very body, they begin to take on characteristics and traits of the otherworldly beings from whom they (ultimately) received their power; beings who are immortal, and sometimes even worshiped as deities. In my opinion, it is a very poor DM who refuses to let his warlock PC attempt to usurp the throne of the demon prince they were bound to; and most demon princes are in fact quasi-deities. Of course, the whole concept of what is and isn't a god is a very messy line; the concept of Divine Ranks is about as contrived as the binomial classification of species; no organism is utterly identical to another, so how do you define whether, say, fat bastard and a mutant four-armed African bushmen are the same species or not? I haven't found a single real-world example of a concrete miracle (not Genesis, but Red Sea Parting type stuff) that a mortal in D&D couldn't duplicate.

By that logic, all clerics should become deities.

It is a very bad idea for warlocks to automatically become deities. The connection that they have to deities is far lesser than that of many divine classes.

There is no reason to believe that epic warlocks are more similar to deities than any other epic character. All epic characters are powerful and capable of reality-defying feats, but that's not what divinity is defined as in D&D. Being able to accomplish miracles does not make you a deity in any way.

A 1000th level human wizard is still a mortal until they somehow acquire DvR, and there is no provision stating that they should do so automatically.
Pitiless_Interfector

05-07-07, 07:31 PM
By that logic, all clerics should become deities.

It is a very bad idea for warlocks to automatically become deities. The connection that they have to deities is far lesser than that of many divine classes.

There is no reason to believe that epic warlocks are more similar to deities than any other epic character. All epic characters are powerful and capable of reality-defying feats, but that's not what divinity is defined as in D&D. Being able to accomplish miracles does not make you a deity in any way.

A 1000th level human wizard is still a mortal until they somehow acquire DvR, and there is no provision stating that they should do so automatically.

You might have missed the fact that never once did I discuss making those thoughts part of the RAW. I'm not saying they do so automatically (as in: Class Feature: Godhood (Su): When a warlock reaches 50th level, they gain immunity to death effects, mind-affecting effects, transmutation, ability damage, ability drain, death from massive damage.........), I'm saying that it's a very likely and quite reasonable development. Even (assuming RAW) a 1000th-level wizard who is stripped completely naked (with multiple Improved Heightened Mordenkainen's disjunction spells thrown in for good measure), tied up, and forced to subsist on Id moss (DMG 297) will eventually no longer be able to perform any reality-defying feats, and could be summarily dispatched by a 1st-level commoner with an ordinary dagger. Same with the Cleric. And the psion. And the wilder, favored soul, warmage, beguiler, healer, etc. Confiscate their items and prevent them from sleeping and they are no more than the beings they once were. Even divine spellcasters, who don't need to sleep, are at the mercy of their patron (deityless clerics are crackpot demagogues and idle philosophers [until they become gods, anyway]), the patron of whom "can withhold spells from any mortal worshiper as a free action." Meanwhile, the commoner's dagger will not only bounce off the warlock with no effect (or be healed within a handful of seconds), but the warlock will never fail to let fly with a ray of fiery death (unless his hands are bound, in which case he'll need to have made the right feat choices), even if all his abilities drop to 9 and he has smoked so much crack he can no longer comprehend the idea of sleep.

In short, the warlock is the only base class who develops supernatural physical defenses and gains unlimited, unconditional access to supernatural powers. Truenamers will eventually crash right into the Law of Resistance, and a binder not only has to wait at least 30 seconds between uses of his best powers but also becomes a powerless chump after the 24 hours are up, unless he can take the time to draw up the seal and call up another batch of vestiges. Arguably, the antiwarl-I mean, the monk is another candidate for intrinsic divinty; they just develop their inner spirit until their mind, their body, and their soul become one. But RAW, they're not gonna be flinging around magic death rays without multiclassing. Whereas warlocks all but become outsiders, what with damage reduction, energy resistance, fast healing, and spell-like abilities. Hell, I'd gladly trade the fast healing for a monk-style type change.

Simply put, a 50-HD warlock with 10 levels of Green Star Adept may not necessarily be a god, but good luck getting anyone to notice that fact, what their being a walking statue of extraterrestrial metal that heals itself, is virtually indestructible and oh, yeah, immortal (plus the whole 'leveling the countryside with blasts of magic power' thing tends to impress people pretty well.)

You may be tempted to refute my claim by citing my ridiculously convoluted example and applying Occam's Razor. For the record, I have found sharp objects to make me uncomfortable.
bluemage55

05-07-07, 08:28 PM
I'd like to refer you to the monk, which is a very simple base class that transcends mortal form to become an outsider and with a host of supernatural abilities that they can use naked . . .

I'd like to point out that you're just creating a convuluted situation in which the warlock happens to be better than other classes. Every single character, without exception, can be rendered helpless, and just because the warlock is effective in a very specific situation of your choosing does not
make him divine.

There are plenty of classes and monsters with resuable supernatural/spell-like abilities that do not require sleep. Unless you want to consider all of them divine, you need to stop spewing hype about your pet class.
Pitiless_Interfector

05-07-07, 10:10 PM
You might have missed the fact that never once did I discuss making those thoughts part of the RAW. I'm not saying they do so automatically (as in: Class Feature: Godhood (Su): When a warlock reaches 50th level, they gain immunity to death effects, mind-affecting effects, transmutation, ability damage, ability drain, death from massive damage.........), I'm saying that it's a very likely and quite reasonable development. Even (assuming RAW) a 1000th-level wizard who is stripped completely naked (with multiple Improved Heightened Mordenkainen's disjunction spells thrown in for good measure), tied up, and forced to subsist on Id moss (DMG 297) will eventually no longer be able to perform any reality-defying feats, and could be summarily dispatched by a 1st-level commoner with an ordinary dagger. Same with the Cleric. And the psion. And the wilder, favored soul, warmage, beguiler, healer, etc. Confiscate their items and prevent them from sleeping and they are no more than the beings they once were. Even divine spellcasters, who don't need to sleep, are at the mercy of their patron (deityless clerics are crackpot demagogues and idle philosophers [until they become gods, anyway]), the patron of whom "can withhold spells from any mortal worshiper as a free action." Meanwhile, the commoner's dagger will not only bounce off the warlock with no effect (or be healed within a handful of seconds), but the warlock will never fail to let fly with a ray of fiery death (unless his hands are bound, in which case he'll need to have made the right feat choices), even if all his abilities drop to 9 and he has smoked so much crack he can no longer comprehend the idea of sleep.

In short, the warlock is the only base class who develops supernatural physical defenses and gains unlimited, unconditional access to supernatural powers. Truenamers will eventually crash right into the Law of Resistance, and a binder not only has to wait at least 30 seconds between uses of his best powers but also becomes a powerless chump after the 24 hours are up, unless he can take the time to draw up the seal and call up another batch of vestiges. Arguably, the antiwarlo-I mean, the monk is another candidate for intrinsic divinty*; they just develop their inner spirit until their mind, their body, and their soul become one. But RAW, they're not gonna be flinging around magic death rays without multiclassing. Whereas warlocks all but become outsiders, what with damage reduction, energy resistance, fast healing, and spell-like abilities. Hell, I'd gladly trade the fast healing for a monk-style type change.

Simply put, a 50-HD warlock with 10 levels of Green Star Adept may not necessarily be a god, but good luck getting anyone to notice that fact, what their being a walking statue of extraterrestrial metal that heals itself, is virtually indestructible and oh, yeah, immortal (plus the whole 'leveling the countryside with blasts of magic power' thing tends to impress people pretty well.)

You may be tempted to refute my claim by citing my ridiculously convoluted** example and applying Occam's Razor. For the record, I have found sharp objects to make me uncomfortable.

I'd like to refer you to the monk*, which is a very simple base class that transcends mortal form to become an outsider and with a host of supernatural abilities that they can use naked . . .

I'd like to point out that you're just creating a convuluted** situation in which the warlock happens to be better than other classes. Every single character, without exception, can be rendered helpless, and just because the warlock is effective in a very specific situation of your choosing does not
make him divine.

There are plenty of classes and monsters with reusable supernatural/spell-like abilities that do not require sleep. Unless you want to consider all of them divine, you need to stop spewing hype about your pet class.

Speaking of the monk:


If you smack your forehead, and nobody cares, does it make a sound?



I'm not Grandmaster_Kane. Don't use me as a punching bag to make yourself look good simply because you can't contribute anything more creative. The D&D Epic community is about forging ahead, breaking new ground in creative roleplaying, and taking Dungeons and Dragons in exciting directions that games such as the Star Wars Roleplaying Game and d20 Modern (and even Wizards itself, lately) have proven unwilling or reluctant to go. It is not about modsmacking n00bs, or weaving impenetrable webs of anachronistic references, gamer jargon, and acronyms to form a screen to keep out the uninitiated. And it is certainly not about attacking another player for displaying their personal preferences and creative spirit. Diesel and Colbert can't win our community widespread acclaim and recognition alone; we need to all focus on improving D&D in order that we might show our faces in public with a clean conscience. I don't know why you insist on attacking me. If you have a personal problem, I would certainly understand, and I would even go so far as to help in any way I can. If I have stepped over the line from polite to patronizing, I apologize, and hope we can all put this behind us.
bluemage55

05-07-07, 10:14 PM
I'm not angry at you at all.

My argument is that the warlock = deity argument has absolutely no merit (especially given a host of other classes that would better fit the bill) and that you're only pushing this because you yourself love warlocks.
ArcanaMaster

05-15-07, 05:17 PM
Or even Divine Rank 0 - because that alone is hard enough being that there is no RAW way to do it.

You could play a dragon monstrous PC and take twelve levels of Dragon Ascendant, which grants DvR 0.

Not to be incredibly convoluted, but if you were to play a Mind Flayer monstrous PC Illithid Savant, and then eat the brain of a twelth level Dragon Ascendant, and take the class ability that grants them DvR 0, that would work too.
rob_douglas

05-16-07, 03:58 PM
Sorry, you are right, there is a RAW way to do it - but you need 30 dragon HD, and 12 PrC levels, and a +8 or higher LA - and this is about a 50th level warlock on top of that, so 100th level to qualify for that feat by the RAW. The only things that should depend on divinity being part of the character are SDAs (which DvR0 gets 0 of) not feats.

ROB
Pitiless_Interfector

05-24-07, 03:35 PM
Sorry, you are right, there is a RAW way to do it - but you need 30 dragon HD, and 12 PrC levels, and a +8 or higher LA - and this is about a 50th level warlock on top of that, so 100th level to qualify for that feat by the RAW. The only things that should depend on divinity being part of the character are SDAs (which DvR0 gets 0 of) not feats.

ROB

Well, come to think of it, wish and miracle at will is about as close to an SDA as you can get and still have some semblance of a normal (if extremely high-level epic) game.
Pitiless_Interfector

05-26-07, 03:42 AM
The names you've used have a lot of typical Warlock flavor. Well Done! But how about some alternatives for the occasional CN/CG Warlock. Either dual names for some feats, or separate feats for non-evil Warlocks?
I like the feat tied to the Far Realm. It points up a problem I've mentioned elsewhere, which is that single class Warlocks can't take the Alienist PRC, and unless they pick some unusual feats wouldn't benefit from it much, but the Warlock goes so well with the underlying idea of a Far Realm tie.

If you want a more fey-oriented take on epic warlocks, then use the versions presented below. Thanks for the input; you've given me a lot of ideas!



NOTE: While I have attempted to make the prerequisites in this article available to all types of warlocks, some prerequisites may still display a single-class warlock bias. The eldritch theurge, eldritch disciple, enlightened spirit, and the like are all equally welcome (and the majority of these feats should be made available to them via their class-based bonus feat progression)

Internal Invocations
Requirements: Combat Casting, Sudden Still, Battle Caster, Improved Combat Casting
Benefit: You can activate your warlock invocations without somatic components; other spells and spell-like abilities are unaffected.

Least Quickening (Epic)
Requirements: Quicken Spell-Like Ability (any invocation), Spellcraft 26 ranks
Benefits: All of your Least Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

Lesser Quickening (Epic)
Requirements: Quicken Spell-Like Ability (any greater, lesser, or dark invocation), Least Quickening, Spellcraft 29 ranks
Benefits: All of your Least and Lesser Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

Greater Quickening (Epic)
Requirements: Quicken Spell-Like Ability (any greater or dark invocation), Least Quickening, Lesser Quickening, Spellcraft 32 ranks
Benefits: All of your Least, Lesser, and Greater Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

Dark Celerity (Epic)
Requirements: Quicken Spell-Like Ability (any dark invocation), Least Quickening, Lesser Quickening, Greater Quickening, Spellcraft 35 ranks
Benefits: All of your Least, Lesser, Greater, and Dark Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

Eldritch Empowerment (Epic)
Requirements: Empower Spell-Like Ability (eldritch blast), Sudden Empower, Spellcraft 25 ranks
Benefits: Your eldritch blast is now permanently and automatically Empowered, as the feat Empower Spell-Like Ability.
Normal: You can only use an Empowered Spell-Like Ability three times per day, and Sudden Empower can only be used once per day.
Special: The extra dice from this feat do not stack with the effects of the Maximize Spell feat or any effect that duplicates the Maximize Spell feat for spell-like abilities or invocations.

Eldritch Maximization (Epic)
Requirements: Eldritch Empowerment, Empower Spell-Like Ability (eldritch blast), Maximize Spell-Like Ability (eldritch blast), Sudden Empower, Sudden Maximize, Spellcraft 30 ranks
Benefits: Your eldritch blast is now permanently and automatically Maximized, as the feat Maximize Spell-Like Ability.
Normal: You can only use a Maximized Spell-Like Ability three times per day, and Sudden Maximize can only be used once per day.
Special: If you have Eldritch Empowerment and Eldritch Maximization, the additional dice from Eldritch Empowerment are not maximized and are instead rolled normally.

Eldritch Intensification (Epic)
Requirements: Intensify Spell-Like Ability (eldritch blast), Sudden Intensify, Eldritch Empowerment, Eldritch Maximization, Empower Spell-Like Ability (eldritch blast), Maximize Spell-Like Ability (eldritch blast), Sudden Empower, Sudden Maximize, Spellcraft 35 ranks
Benefits: Your eldritch blast is now permanently and automatically Intensified, as the feat Intensify Spell-Like Ability.
Normal: You can only use an Intensified Spell-Like Ability 3 times per day, and Sudden Intensify can only be used once per day.

Sudden Intensify (Epic) [Metamagic]
Requirements: Enhance Spell, Intensify Spell, Quicken Spell, Sudden Empower, Sudden Enhance, Sudden Maximize, Sudden Quicken, Sudden Silent, Sudden Still, Sudden Widen, Spellcraft 35 ranks
Benefit: Once per day you can apply the Intensify Spell feat to a spell without increasing its level or casting time or specially preparing it ahead of time

Sudden Enhance (Epic) [Metamagic]
Requirements: Enhance Spell, Quicken Spell, Sudden Empower, Sudden Maximize, Sudden Quicken, Sudden Silent, Sudden Still, Sudden Widen, Spellcraft 32 ranks
Benefit: Once per day you can apply the Enhance Spell feat to a spell without increasing its level or casting time or specially preparing it ahead of time

Intensify Spell-Like Ability (Epic)
Requirements: Spell-like ability at caster level 28th or higher
Benefit: Choose one of your spell-like abilities (subject to the restrictions below) to use at double its maximum effectiveness up to 3 times per day, or its normal usage limit, whichever is less, applying the effects of the Intensify Spell feat to the ability. All the restrictions of Intensify Spell apply here as well. The caster level of the ability chosen must be at least equal to 14 + 2 x the spell-like ability’s level equivalent.

Improved Eldritch Blast (Epic)
Prerequisite: Eldritch blast 9d6
Benefit: Your eldritch blast deals an additional 1d6 points of damage
Special: This feat can be taken multiple times. Its effects stack.

Manifold invocations (Epic)
Prerequisite: Arcane caster level 21st, Cha 19
Benefit: You can simultaneously maintain a number of invocations such as caustic mire, impenetrable barrier, and nightmares made real equal to your Charisma bonus. For invocations such as devil’s whispers where you can already maintain a number of simultaneous castings equal to your Charisma bonus, you can instead maintain a number of simultaneous castings equal to 1/2 your class level.
In addition, you no longer take backlash damage if one of your invocation effects is destroyed (i.e. impenetrable barrier)
Normal: You may only have one casting of certain invocations active at one time; using the invocation again while the first is still active causes the first to end as if dismissed.
Certain invocations, such as impenetrable barrier, will deal damage to you if they are destroyed or dispelled by another creature.

Resist Magic (Epic)
Requirements: Eldritch blast 9d6, Cha 23
Benefit: You gain spell resistance equal to your class level + 16. Add your Charisma modifier as a bonus on saves against spells, and spell-like or supernatural effects.

Eldritch Grace (Epic)
Prerequisite: Invocation caster level 22nd, eldritch blast 10d6, Cha 25, Dark One's Own Luck, Iron Will
Benefit: You add your Charisma modifier as a profane (or sacred) bonus to AC and on all saving throws.

Eldritch Toughness (Epic)
Prerequisite: Con 19, Cha 25, Dark One's Own Luck, Fiendish resilience 5, Epic Toughness
Benefit: You gain bonus hit points equal to your Charisma bonus times you highest invocation caster level.

Improved Damage Reduction (Epic)
Requirements: Damage reduction 5/cold iron, Invocation caster level 22nd, Con 17
Benefits: Your damage reduction increases by 5
Special: You can take this feat more than once. Each time you take it, your damage reduction increase by another 5 points. This feat stacks with increases from your epic Warlock class feature progression.

Innate Resilience (Epic)
Requirements: Con 21, eldritch blast 13d6, invocation caster level 28th, Lasting Resilience, Additional Resilience
Benefit: Your fiendish resilience class feature is continually active.
Normal: Fiendish resilience lasts 2 minutes per use (or twice that with Lasting Resilience)

Vigorous Resilience (Epic)
Requirements: Con 20, Fiendish resilience 5, eldritch blast 11d6, invocation caster level 25th
Benefits: The fast healing provided by your fiendish resilience class feature becomes regeneration overcome by any effect that would bypass your damage reduction (from the warlock class)

Lasting Resilience (Epic)
Requirements: Con 19, Fiendish resilience 5, invocation caster level 25th
Benefits: The duration of each use of your fiendish resilience class feature doubles.
Special: You can take this feat more than once (remember, two doublings equals a tripling, and so forth)

Additional Resilience (Epic)
Requirements: Con 17, Fiendish resilience 5
Benefit: You can use your Fiendish resilience a number of times per day equal to 3 + your Constitution bonus (if any).
Special: You can take this feat more than once. Each time you take it, you gain an additional 3 daily uses of you fiendish resilience class feature.

Improved Flamewreathe (Epic)
Requirement Fiendish flamewreathe 5d6, Cha 19
Benefit Your fiendish flamewreathe deals 1d6 points of hellfire damage per 4 class levels (rounded down) and lasts until you take a free action to end it. You can activate it as a free or immediate action any number of times per day, and it can retaliate against any creature you threaten within your natural reach.
Normal Your fiendish flamewreathe deals 5d6 points of fire damage and lasts 2 minutes per use. It can only be invoked once per day.

Epic Damage Reduction (Epic)
Requirements: Eldritch blast 9d6, Con 20, Improved Damage Reduction
Benefit: The DR from your Warlock levels improves to DR/epic and cold iron.
Normal: Your Warlock damage reduction can be overcome by cold iron weapons.

Universal Energy Resistance (Epic)
Prerequisite: Resistance 10 to any two energy types, eldritch blast 10d6, Con 15
Benefit: You gain resistance 10 to all 5 energy types.

Increased Energy Resistance (Epic)
Prerequisite: Resistance 10 to any two energy types, Con 17, eldritch blast 9d6
Benefit: All your energy resistances (from your Warlock levels and the Additional Energy Resistance feat) improve by 5.
Special: You can take this feat more than once. Its effects stack.

Energy Immunity (Epic)
Prerequisite: Resistance 15 or more to at least two energy types, Con 19, eldritch blast 12d6, invocation caster level 27th.
Benefit: Choose one energy type to which your class features and feats have given you resistance 15 or more. You now gain complete immunity to that energy type.

Energy Affinity (Epic)
Prerequisite: Con 20, Invocation caster level 28th, eldritch blast 13d6, Energy Immunity.
Benefit: Choose any energy type for which you have the Energy Immunity feat. Now, not only do you take no damage from energy of this type, but you also heal 1 point of damage for every 3 points of damage the effect would have otherwise dealt. If the amount of healing would raise you above your full normal hit point total, you gain any excess as temporary hit points that last for up to 1 hour. Temporary hit points gained in this way do not stack, they overlap, and only the highest amount of temporary hit points are kept; when the Warlock is subject to another effect that would deal damage of the type to which he has affinity, he can choose whether to keep the current temporary hit points or replace them with the new amount. You do not get saves against effects that deal damage of your chosen energy types; however, you do get saves against secondary effects associated with those attacks.
Special: This feat can be taken up to five times. Its effects do not stack. Each time you take it, it applies to a different energy type.
Note: In theory, you could use an eldritch essence such as brimstone blast to heal yourself, but keep in mind that you would be lucky to heal more HP than the blast has damage dice; just take one of the epic Fiendish Resilience feats and you'll be a lot better off.

Overwhelming Blast (Epic)
Requirements: Dex 23, Point Blank Shot, Precise Shot, Improved Precise Shot, Weapon Focus (ranged touch), Improved Critical (ranged touch), Power Critical (ranged touch), Ranged Spell Specialization, Epic Weapon Focus (ranged touch)
Benefit: The critical modifier of your eldritch blast becomes x4, and the threat range becomes 18-20.
Special: This feat only applies when you use a ranged touch attack to deliver your eldritch blast.

Rapid Blast (Epic)
Prerequisite: Dex 19, base attack bonus +16, eldritch blast 9d6
Benefit: When using an eldritch blast to which you have not applied a blast shape invocation (other than eldritch spear or eldritch lance), you may make a full attack with the blast as if it were an ordinary ranged weapon. Using this ability provokes attacks of opportunity as normal for an eldritch blast, however, a successful Concentration check (DC 29 plus the number of attacks you make) allows you to avoid provoking attacks of opportunity with any of your eldritch blasts.

Opportunity Blast (Epic)
Requirements: Combat Reflexes, Combat Casting, Dex 15, base attack bonus +16, eldritch blast 10d6.
Benefit: You may make attacks of opportunity with an unmodified eldritch blast (with no eldritch essence or blast shape invocations other than eldritch spear or eldritch lance applied) as if it were an ordinary ranged weapon. You must still make a Concentration check to cast defensively to avoid provoking attacks of opportunity for using this feat in a threatened area.

Combat Blasting (Epic)
Requirements: Combat Casting, Improved Combat Casting, Concentration 26 ranks, Point-Blank Shot, Mobile Spellcasting, Battle Casting, Combat Reflexes
Benefit: You never provoke attacks of opportunity for invoking an eldritch blast while threatened, even when faced by a creature with the Spellcasting Harrier feat or applying an eldritch essence or blast shape invocation.

Pervasive Targeting (Epic)
Prerequisite: Combat Reflexes, Improved Combat Reflexes, Combat Casting, Improved Combat Casting, Precise Shot, Improved Precise Shot, Opportunity Blast, Base attack bonus +21, Dex 25, eldritch blast 13d6.
Benefit: You threaten all squares within 60 feet to which you have line of effect with your eldritch blast. You may not apply blast shape invocations (other than eldritch spear or eldritch lance) to eldritch blasts made as attacks of opportunity, and you still provoke attacks of opportunity for using this feat while in a threatened square unless you make a successful Concentration check to cast defensively.

Summon Minions (Epic)
Prerequisite: Arcane caster level 26th, Knowledge (the planes) 29 ranks, Cha 25, Steal Summoning
Benefit: You gain the spell-like ability to summon outsiders to do your bidding. This ability is usable once per day, and functions almost identically to the Summon spell-like ability possessed by most tanar’ri, baatezu, and similar outsiders, except that as an invocation, this power requires somatic gestures and is thus subject to arcane spell failure. The exact nature of the creature(s) you summon depends on your alignment*, as detailed below:

LE: Ice Devil (gelugon)
NE: Ultroloth [Yugoloth]
CE: Glabrezu [Tanar’ri]
CN: Death slaad [Slaad]
CG: Ghaele [Eladrin]

Using this ability is a standard action that provokes attacks of opportunity unless you make a successful Concentration check to cast defensively. The summoned creature appears in the nearest unoccupied square. It follows your orders to the best of its ability, and persists for 1 hour or until you dismiss the ability. The summoned creature cannot use any of its own innate summoning, calling, or teleportation abilities (unless you possess the Demonwalk invocation, in which case they can accompany you in transit and do not count against your weight limit).

[B]Eldritch Eyes (Epic)
Requirements: Arcane caster level 23rd, Spellcraft 26 ranks, detect magic, See the Unseen, and either Vatic Gaze or Int 17
Benefits: You gain the benefits of a constant greater arcane sight spell. This spell-like ability (equivalent to a 7th-level spell) is always active at a caster level equal to your caster level for your invocations. You can activate, dismiss, or reactivate the effect as a standard action that provokes attacks of opportunity, unless you make a successful Concentration check to cast defensively.

Improved Eldritch Eyes (Epic)
Requirements: Eldritch Eyes, Arcane caster level 26th, Spellcraft 29 ranks, See the Unseen, detect magic, and either Int 19 OR Vatic Gaze and Magical Aptitude
Benefit: You can use analyze dweomer, as the spell. This is a spell-like ability (effective level 6th) useable at will, with a caster level equal to your warlock level. This power can even analyze artifacts, provided you succeed on a Spellcraft check (DC 50 for minor artifacts, DC 100 for major artifacts).

Channel Spell Trigger (Epic)
Requirements: Craft Staff, Master Staff, Use Magic Device 30 ranks, ability to use Dark invocations, arcane caster level 30th.
Benefit: You can activate a spell trigger item without using a charge, providing a spell slot, or making a skill check. This ability is useable a number of times per day equal to your ranks in Use Magic Device divided by 10, rounded down. This ability is a function of you, not the magic item, and the daily use limit must be split up among different items equally. You could activate a staff of power twice and a staff of the cosmos once , or one of them three times, but you couldn’t use each three times. You can still activate the item additional times in a day by spending charges as normal.
In addition, you can use any charged spell trigger item to perform a retributive strike, and you are never killed when performing a retributive strike.
Lastly, if you possess levels of Eldritch Theurge and the Master Staff ( :ayyyy!: ) or Master Wand ( :yuck: ) feats, you can use siphon at will (caster level equal to your highest arcane caster level, subject to arcane spell failure if your invocations would be subject to such)

Dire Invocation
Requirements: Invocation caster level 21st, eldritch blast 9d6, plus applicable requirements (see text for chosen invocation)
Benefit: You may choose any dire invocation for which you meet the requirements and add it to your list of known invocations. Dire invocations follow all the rules for invocations (and are considered a separate, higher grade, allowing you to learn Dark invocations with the Extra Invocation feat), but interact with antimagic field as if they were an epic spell.
Special: You may select this feat any number of times; each time you do so, add another Dire invocation to your list of invocations known.



Eldritch Vortex
Epic, blast shape, 10th;
Requirements: Warlock level 21st, eldritch cone
Effect: Your eldritch blast becomes a cylinder 30 feet wide and 100 feet tall centered anywhere within 100 feet (Ref for half damage).

Eldritch Wave
Epic, blast shape, 10th
Requirements: Warlock level 29th, eldritch cone
Effect: Your eldritch blast becomes a 120-foot-radius blast covering a 180º arc (Ref half).

Eldritch Lance
Epic, blast shape, 10th
Requirements: Warlock level 23rd, eldritch spear
Effect: Make ranged touch attack against any creature to which you have line of sight.

Eldritch Detonation
Epic, blast shape, 10th
Requirements: Warlock level 23rd, Cha 25; eldritch doom
Effect: Your eldritch blast becomes a 60-ft-radius burst centered on you (Ref half)

Eldritch Annihilation
Epic, blast shape, 10th
Requirements: Warlock level 26th, Cha 29, eldritch doom, eldritch detonation
Effect: Your eldritch blast affects all enemies within 100 feet (designate targets as with eldritch doom, Ref half)

Eldritch Apocalypse
Epic, blast shape, 15th
Requirements: Warlock level 50th, Cha 35, eldritch doom, eldritch detonation, eldritch annihilation
Effect: As eldritch annihilation, but no range limit; simply designate as many or as few targets you can see to hit with the eldritch blast (Ref half).


Disintegrating Blast
Epic, eldritch essence, 10th
Requirements: Warlock level 29th, Cha 29
Effect: Your eldritch blast deals 2d6 damage/warlock level (successful Fortitude save reduces damage to normal eldritch blast damage); creatures reduced to 0 hp by your eldritch blast crumble into dust. This is a disintegration effect, and can destroy force effects such as a wall of force spell or an impenetrable barrier invocation exactly like the disintegrate spell.

Killing Blast
Epic, eldritch essence, 10th;
Requirements: Warlock level 26th, Cha 25, Utterdark Blast
Effect: Creatures struck by your eldritch blast must make a Fortitude save or die. This is a death effect.

Petrifying Blast
Epic, eldritch essence, 10th
Requirements: Warlock level 21st, Cha 19
Effect: Creatures struck by your eldritch blast must make a Fortitude save or be petrified. This is an instantaneous petrification effect, much like a stone to flesh spell.


Horde of Rotting Nightmare
Epic, 10th
Requirements: Warlock level 25th, Knowledge (religion) 28 ranks, The Dead Walk
Effect: You can use plague of undead, as the spell (there is no material component). All undead animated with this invocation gain turn resistance equal to 1/2 your class level plus your Charisma modifier.

Feywalk
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (the planes) 24 ranks
Effect: You can use greater teleport and/or greater plane shift as the spell, but the effect can be used only to transport yourself, your familiar (if you have one), and up to 50 lbs. of inanimate objects. If you attempt to bring an extradimensional storage area such as a bag of holding along the invocation fails and the action used to activate it is wasted.
At caster level 25th, you can bring along an additional creature, whether they are willing or not. You must start a grapple and obtain a pin. On your next action, you can attempt a grapple check as a full round action. If you succeed, the creature pinned does not count against your weight limit when you teleport (though they still get a Will save to resist). If several willing creatures join hands, you can use greater teleport or greater plane shift as the spell, but this requires 10 minutes of uninterrupted concentration.

Pan’s Whispers
Epic, 10th
Requirements: Warlock level 23rd, Cha 21, Devil’s Whispers
Effect: You can use maddening whispers as the spell. When the effect ends, each creature with fewer HD than your caster level must make another Will save (same DC, but with a –5 penalty) or have the duration become permanent. If this happens, only a greater restoration, miracle, wish, or the like can remove it. This is as much a sonic effect as a mind-affecting ability, and a creature must be immune to both kinds of effects and have HD at least equal to 1/2 your caster level to be immune to the effect. This invocation has no somatic component (and is thus unaffected by arcane spell failure), but its full-round casting time makes it much more likely to be disrupted, and its verbal component renders it vulnerable to magical silence effects.

Soulblight
Epic, 10th
Requirements: Warlock level 29th, Knowledge (religion) 25 ranks, Cha 25, any evil alignment
Effect: As plague (PH II), but infects targets with deathsong (BoVD, use the invocation DC for the save DC, if it is higher than 25). Any creature rendered unconscious, paralyzed, or dead by the disease crumbles to dust and is scattered by the wind, rendering its corpse unavailable for resurrection or reincarnation. A wish, miracle, or true resurrection spell could revive a creature killed by this invocation, but even such powerful magic has only a 50% chance of working. Check once for each creature; if the roll is 51-100, that creature cannot be brought back to life by nonepic spells. Creatures immune to supernatural diseases are also immune to this invocation.

Changeling’s Curse
Epic, 10th
Requirements: Warlock level 26th, Knowledge (arcana) 29 ranks, Word of Changing
Effect: This invocation allows you to change a living creature into another kind of living creature. The target creature must be within 60 feet, and you must have line of sight to it to target it with this ability. The target is allowed a Fortitude saving throw to resist the change; on a failure it immediately transforms into any form you choose, subject to the restrictions below: The assumed form must be a corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of Tiny to Huge size, whose Hit Dice do not exceed yours, the targets, or 30, whichever is lowest. This effect is permanent until dismissed or dispelled. If you target yourself with the effect, your Intelligence remains at least 3 regardless of what form you assume. Otherwise, this is a polymorph effect (PH II pg 95-96).
Alternatively, you can simply make a melee touch attack to infect a creature with warp touch (BoVD; use the invocation's save DC rather than the disease's DC).

Hand of the Fey
Epic, 9th
Requirements: Warlock level 26th, Knowledge (arcana) 29 ranks, Use Magic Device 29 ranks
Effect: You can use telekinesis, as the spell, with a weight limit of 100 lbs./warlock level and no maximum cap. Furthermore, the ability benefits from the following abilities, as the Master of the Unseen Hand (Complete Warrior) class features of the same name: versatile telekinesis, telekinetic wielder, sustained concentration, full attack telekinesis, improved violent thrust, telekinetic flight, and fling skyward. In addition, you benefit from the Skilled Telekinetic feat (Lords of Madness)

Dread Warding
Epic, 10th
Requirements: Warlock 23rd, Knowledge (arcana) 26 ranks, Curse of Despair
Effect: You can use antipathy as the spell. In addition to making the subjects uncomfortable, the effect also bestows a lasting affliction on those who trespass on the object or area. If a creature touches the warded object without permission, it must make a Will save or be affected as if by bestow greater curse. The exact details of the curse are up to the warlock who placed the ward, and can include colorful alternative curses such as those in Book of Vile Darkness rather than the boring crap in Spell Compendium, if the warlock is so inclined. If the ward is placed on an area, any warded creatures that enter the area and succeed on the save against the antipathy effect must also make a Will save for every full minute they spend in the area. If they fail any of the saves, they are plagued by terrible nightmares (as the nightmare spell, striking every time they attempt to sleep and allowing no saving throw). This continues every night, and the damage cannot be healed until the curse is lifted with a wish or miracle spell. This invocation’s casting time is 10 minutes, rather than 1 standard action. The creature must intentionally trespass on the object or area; invoking this power on your primary melee weapon does not give you the ability to use greater bestow curse at will with a melee touch attack; though it does provide a powerful disincentive against Sleight of Hand and Improved Disarm attempts.

Dark of Moonless Night
Epic, 10th
Requirements: Warlock level 29th, Knowledge (the planes) 30 ranks, Chilling Tentacles, Darkness, Cold Comfort
Effect: You can use utterdark as the spell. The temperature within the area quickly drops to –50ºF over the course of 1d4+1 rounds, and nonevil creatures take 2d6 points of vile frostburn damage and 2d6 points of vile negative energy damage each round they remain within the zone [Fortitude half & Will half, respectively]. (see DMG & Frostburn for notes on extreme cold & frostburn damage). This invocation’s casting time is 1 standard action.

Cloak of Ether
Epic, 10th
Requirements: Warlock level 29th, Knowledge (the planes) 25 ranks, Cha 20
Effect: You, your familiar (if any), and up to 50 lbs. of inanimate objects you wear or carry become ethereal, as the ethereal jaunt spell. This etherealness lasts until you choose to dismiss it, or some other effect banishes you from the Ethereal Plane or summons you to the Material Plane. This invocation does nothing unless you are in an area coterminous to or coexistent with the Ethereal Plane. [Thus it is usually useless on the Plane of Shadow, the Astral Pane, the Inner Planes, and the Outer Planes].

Fool’s Hex
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (arcana) 26 ranks, Cha 19, Curse Of Despair
Effect: This invocation allows you to completely destroy the target’s mind. It has a range of 60 feet, and you must have line of sight to the target. If the target fails a Will save, it is struck dumb (as feeblemind, but Wisdom also drops to 1) and completely insane (as the insanity spell). It loses access to all spell-like, supernatural, and psionic abilities that require specific action on its part, but it retains abilities that function continuously or automatically take effect, such as the energy drain of a vampire’s slam attack. Only greater restoration, wish, or miracle can undo this effect.

Storm of Ages
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (nature) 13 ranks, Cha 19
Effect: You can use control weather, as the spell cast by a Druid of your Warlock level. You can only cause tornados, thunderstorms, sleet storms, torrential rain, hailstorms, sandstorms, sleet, blizzards, or hurricane-force winds [depending on the climate and the season]. Once the effect has been in place for 1d6+4 rounds, it can be discharged to create a storm of vengeance effect, as the spell cast by a Cleric of your warlock level, centered on your current location [and moving as you move]. Once your concentration lapses or the spell duration expires on its own, the control weather effect immediately ends, returning to normal within 1d6+4 rounds. You must activate the invocation again (a process taking 1 minute of uninterrupted concentration), allow the bad weather to manifest (taking an additional 1d6+4 rounds), then wait for an additional 10 minutes before the storm of vengeance is ready to be discharged again. You are immune to all inclement weather you personally generate from these effects.

All-Knowing Eyes
Epic, 10th
Requirements: Warlock level 23rd, Knowledge (arcana) 25 ranks, See the Unseen, Wis 15
Effect: You gain true seeing out to the limit of your line of sight for 24 hours. In addition, you can see through solid matter by concentrating, as if wearing a ring of X-ray vision. However, this invocation is not physically exhausting like an actual ring of X-ray vision is, and thus you can use it for an unlimited period each day without taking Constitution damage.

Cry of the Kingdom
Epic, 10th
Requirements: Warlock level 23rd, Baleful Utterance, chaotic
Effect: You can use word of chaos, as the spell. In addition, this invocation triggers an earthquake effect (as the spell, except the area is a 40-ft. radius spread centered on you). You are not endangered by the earthquake in any way.

Dark Demesne
Epic, 10th
Requirements: Warlock level 29th, Path of Shadow, Knowledge (the planes) 30 ranks, nongood
Effect: You can use shadow landscape as the spell. However, rather than designating shadow guardians, the spell instead allows natives of the Plane of Shadow easy access to the spell’s area. Use the encounter chart for the region of the Plane of Shadow contiguous to the spell area when rolling for encounters, rather than the normal chart for that area. In addition, the area is desecrated (treat as a shrine to an evil power) and unhallowed (with a doom effect targeting all those you do not designate as free travelers), as the spells, but with the area and duration of shadow landscape.

Thrall of the Master
Epic, 10th
Requirements: Warlock level 26th, Charm, Dark Puppet, Devil's Whispers, Dark Imperative, Diplomacy 15 ranks, Cha 26
Effect: You can use monstrous thrall, as the spell. In addition, you are constantly aware of their condition, as per the status spell, and can scry on them by concentrating (this functions as greater scrying, but provides visual and auditory information and allows no saving throw. While scrying, you are completely unaware of your own surroundings, as if in a trance.) Only one creature may be enthralled at any one time; each use of this invocation (successful or not) dismisses any previous castings.

Sunder Dweomer
Epic, 10th
Requirements: Warlock level 29th, Voracious Dispelling, Knowledge (arcana) 30 ranks, Cha 29
Effect: You can use Mordenkainen’s disjunction, as the spell. In addition, all items and creatures within the area of the spell are affected as if by reciprocal gyre (this effect resolves prior to the disjunction).

Effulgent Subsumption
Epic, 10th
Requirements: Warlock level 35th, Caster’s Lament, Devour Magic, Spellcraft 38 ranks, Cha 25
Effect: You can use reaving dispel, as the spell (but with no maximum limit on your caster level bonus). You can even counterspell other caster’s spells (as caster’s lament, but affects any spells of 9th level or lower). When you successfully perform a targeted dispel on a magical effect, you can choose to convert it into positive (or negative or reparative, depending on your type) energy, healing yourself of 2d6 points of damage per level of the spell, rather than reaving the effect.

Iridescent Orb of Myriad Hues
Epic, 10th
Requirements: Warlock level 29th, Impenetrable Barrier, Prismatic Blast, Spellcraft 32 ranks, Cha 25
Effect: You can use prismatic sphere as the spell. Only one scintillating globe can be in effect at one time; further uses of this invocation dismiss any existing castings.

Mansion in the Mist
Epic, 10th
Requirements: Warlock level 23rd, Spellcraft 25 ranks, Disguise 10 ranks, Int 15
Effect: Use Mordenkainen's magnificent mansion, as the spell; 300-ft.-radius around the entrance protected by screen and dimensional lock effects, and patrolled by greater prying eyes that observe as you direct (the eyes are permanent, and if destroyed or dispelled reform 1 hour later.) This invocation lasts until dispelled; activating it requires 8 hours of concentration and immediately ends any previous castings. Changing the conditions of the screen requires 1 hour of work; raising or lowering the dimensional lock or punching or plugging holes in it (minimum 10 ft cube) requires 1 minute of work per cube affected, or 5 minutes for a complete raising or lowering. With 1 minute of work you can imbue a touched item with arcane mark, nondetection and Nystul's magic aura effects that last until it is removed from the area. With 10 minutes of concentration, you can use sequester or teleport object (ethereal version only) on a touched item. If you are within the area, you can call an item you have imbued with arcane mark as if by using Drawmij's instant summons, so long as both you and the item are within the area. This ability is not affected by the dimensional lock, and neither are any teleportation effects you yourself employ.

Might of the Titans
Prerequisite: Warlock level 26th, Con 25, Great Fortitude, Epic Fortitude, Power Attack
Effect: You can use giant size, divine power, and divine agility (self only), as the spells, with a duration of 24 hours.You gain two slam attacks appropriate to your size as primary natural weapons, and gain the benefits of Great Cleave, Improved Critical (slam), Power Critical (slam), Improved Natural Attack (slam), Awesome Blow, Improved Whirlwind Attack, Weapon Focus (slam), Weapon Specialization (slam), Greater Weapon Specialization (slam), Greater Weapon Focus (slam), Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Overwhelming Critical (slam), and Devastating Critical (slam) for the duration of the effect; you cannot use any invocations while under the effect of might of the titans, and dismissing the invocation requires that you first succeed on a Will save. If the save fails, the invocation remains activated, and the standard action used to dismiss it is wasted.

Siphon Magic
Prerequisite: Warlock level 23rd, caster's lament, devour magic, Cha 19
Effect: You can radiate an antimagic field, as the spell. You gain fast healing equal to the number of spell levels currently being suppressed. For example, if you were adjacent to a cleric under the effect of righteous might and divine power and a fighter affected by stoneskin and haste, you would gain fast healing 16 for as long as the spells remain suppressed by the field. If a spell's duration expires while it is still suppressed, it no longer provides fast healing. Your own invocations and spell-like and supernatural feats and class features are not affected, though your spells from other spellcasting classes are (unless you are a member of a hybrid prestige class such as the eldritch disciple or the eldritch theurge). If the siphon magic effect is destroyed by a Mordenkainen’s disjunction spell or similar effect, you must make a Will save or be stunned for 1 round and take 1d4 points of damage per caster level of the disjunction effect (maximum 100d4).

Iridescent Integument
Epic, 10th
Requirements: Warlock Level 23rd, Impenetrable Barrier, Cocoon of Refuse
You can use forcecage, as the spell. The interior of the cage is sealed off from the Astral Plane, as if by a dimensional lock spell. When cast, the cage normally lasts 24 hours or until the invocation is used again. If the material component is supplied, however, that particular casting does not dismiss any previous castings.

Vaporous Form
Epic, 10th
Requirements: Warlock level 29th, Retributive Invisibility, Dark Discorporation, Cha 27
Effect: You can use ghostform and superior invisibility, as the spells, with a duration of 24 hours. You can bring along up to 50 lbs. of equipment with you; any excess you were wearing or carrying drops to the ground when you activate this invocation. You need not remain adjacent to the surfaces of solid objects, and can attack ethereal and incorporeal creatures as if you were both corporeal. You gain a fly speed of 100 feet (perfect), and need not eat, drink, breathe, or sleep while incorporeal. True seeing, greater arcane sight, greater prying eyes, analyze dweomer, and the like only reveals your presence if it is cast at a higher level than yours. This invocation is not subject to dispel magic or any of its higher-level cousins; only make manifest, ghost trap, or [I]Mordenkainen’s disjunction[/] and the like can suppress or end it.

Blight of Festering Doom
Epic, 10th
Requirements: Warlock level 26th, Cha 29
Effect: You can blight a vast area of land with evil and corruption. This invocation has a radius of 100 ft./level. Any water within that radius is affected as if by a [I]befoul spell. Otherwise, this ability functions as a despoil spell.

Tenebrous Skip
Epic, 10th
Requirements: Warlock level 23rd, Mobile Spellcasting, Flee The Scene
Effect: You can use greater dimension jumper and greater blink, as the spells, with a duration of 24 hours.

Unravel the Veil
Epic, 10th
Requirements: Warlock level 29th, Cha 29, Knowledge (the planes) 32 ranks, Knowledge (arcana) 32 ranks
Effect: You can use reality maelstrom, as the spell (in its original MotP printing). However, you must maintain concentration to use this effect, and rather than a random plane, the maelstrom opens into the Far Realm. In addition, anyone who has line of sight to the maelstrom must make a Will save or be confused for as long as the rift is within sight and for 10d6 minutes thereafter. At the end of that period, a successful Will save allows them to return to normal, otherwise the effect becomes permanent, as the insanity spell, and can only be lifted by the direct intervention of an overdeity. Any creature with a Wisdom score is susceptible to this madness; however, pseudonatural creatures, half-Farspawn creatures, kaorti, 10th-level alienists, and natives of the Far Realm are immune to the effects, and can always choose whether or not to be pulled into the vortex.

Soul Schism
Epic, 10th
Requirements: Warlock level 29th, Int 15, Cha 27, Knowledge (arcana) 25 ranks, Knowledge (the planes) 30 ranks, Knowledge (religion) 25 ranks
Effect: You can use astral projection, as the spell (there is no material component). However, you can only affect yourself and 50 lbs. of objects, and any objects you pick up in excess of this limit drop to the ground when you assume astral form. In addition, you can leave your body ethereally and attempt to possess other creatures, as described under demonic possession in Book of Vile Darkness, Eberron Campaign Setting, and, most up to date, Fiendish Codex I: Hordes of the Abyss.

Gift of the Verdant Prince
Epic, 10th
Requirements: Warlock level 30th, Cha 29
Effect: You can use limited wish, as the spell, with no XP cost, unless you wish for 'greater effects,' in which case you are a munchkin and must DIE!
Or pay the XP cost.

Lord of the Expanse
Epic, 25th
Requirements: Warlock level 50th, Cha 60, Divine Rank 0.5
Effect: You can use wish, miracle, planar perinarch, true creation, genesis, and reality revision, as standard actions, duplicating the spells and powers of the same names, but with no XP costs, even for powerful requests or manufacturing magical or psionic items. In the case of miracle, rather than imploring another being for aid you draw upon your own power to create the effect you desire. In the case of genesis and planar perinarch, both the demiplane created and the Material Plane are considered divinely morphic.
Pitiless_Interfector

05-29-07, 07:20 PM
Wow. It's been barely over three months, and this thread is already in the Top 30 Most-Viewed Threads on the Epic Forum! 1,500 views, and counting!
(Sorry. Just had to mention it. No more ego pads, I promise.)
Luis_Dragunov

06-09-07, 07:06 PM
Personally it all looks great. Even the Lord of the Universe bit.

You are level 50! You get 5000xp every encounter, at least. By this time, your psions and wizards are shelling out uber epic spells and powers that wrack the multiverse as if it was their sandbox. Compared with the most uber of (born) deities, level 50 characters are merely 10 outsider HD away from supplanting them (Because born deities get 20 outsider Hit Die along with their 40 class levels, while ascended deities usually lack the outsider racial hit die).
8th level spells or lower are... well, common, routine. Your wizard can probably cast a whole bunch of them and not even yawn.

And it's been calculated that DvR 0 is, at most, a LA+6 template so that part might be pushing it a bit though. At level 50, however... doesn't really matter anymore. At epic levels, unless you're using extreme LAs of like +15 or +20, it becomes like wealth after level 10: just stop tracking them.
bluemage55

06-09-07, 07:42 PM
You are level 50! You get 5000xp every encounter, at least. By this time, your psions and wizards are shelling out uber epic spells and powers that wrack the multiverse as if it was their sandbox. Compared with the most uber of (born) deities, level 50 characters are merely 10 outsider HD away from supplanting them (Because born deities get 20 outsider Hit Die along with their 40 class levels, while ascended deities usually lack the outsider racial hit die).

A 60th-level character is nowhere near supplanting any deity but maybe a demigod.

And it's been calculated that DvR 0 is, at most, a LA+6 template so that part might be pushing it a bit though. At level 50, however... doesn't really matter anymore. At epic levels, unless you're using extreme LAs of like +15 or +20, it becomes like wealth after level 10: just stop tracking them.

You're wrong. If you stop tracking wealth at any point, especially at epic, you end up with unbalanced characters.

They way you play, why not just give an 11th level character +1,000,000 weapons, since you're not tracking wealth anyway?
Starmage21

06-09-07, 09:44 PM
A 60th-level character is nowhere near supplanting any deity but maybe a demigod.


You cannot assume that everyone uses Dicefreaks' system. I dont, and Luis might not either. You can only assume that people regularly use the core rules at best.

A 60th level pc character has more class levels than just about any officially published entity(one of the Forgotten Realms dieties might have more class levels, but I think Mystra tops the list at 55 class levels).

The PC might have more personal power, but you can be sure that the diety's power is much more broad and encompassing, and in most cases unbeatable unless the DM wills it.
bluemage55

06-09-07, 09:49 PM
You cannot assume that everyone uses Dicefreaks' system. I dont, and Luis might not either. You can only assume that people regularly use the core rules at best.

I'm not assuming DF rules, which I don't use either.

Having 60 class levels still doesn't help you beat the many SDAs that can tear you apart, beginning with Alter Reality and ending with Divine Splendor.
Pitiless_Interfector

06-12-07, 11:28 AM
What the hell is wrong with you people?

Oh. Right. Nevermind, sorry.
Rikandur_Azebol

06-12-07, 02:02 PM
Pitiless Infector, what is Your opinion over WoTC Epix feats for 'locks ? :)
Pitiless_Interfector

06-15-07, 01:38 PM
Pitiless Interfector, what is your opinion on WotC's Epic feats for 'locks ? :)

You mean the Epic Insights web article? With all those feats like Morpheme Savant and Eldritch Sculptor? Personally, I think they didn't go far enough. Ask Witch; he can give you reams of info on why each and every one of those feats makes the epic warlock a bigger and bigger disappointment with each passing level. Which is why I tried to change things with this article. Some of their feats, like Eldritch Sculptor, Morpheme Savant, Dark Transient, and Lord of All Essences, are pretty cool, but mechanically either worthless or just trite. True, they might make it interesting to play a warlock for a few levels past 20th, but by level 30, it starts becoming increasingly clear that the warlock can't keep up with the other classes, especially since he doesn't get any truly new abilities. Again, hence this article.

By the by, has anyone playtested any of these yet? Are the prerequisites sound or too constricting/loose? Are any of these too powerful, or not powerful enough? Any feedback on elements BESIDES Lord of the Universe (which I ponder scrapping and redoing more and more frequently as the weeks roll by) would be GREATLY appreciated. Thanks.
Pitiless_Interfector

06-15-07, 02:36 PM
Update: The nonepic invocations which serve as prerequisites for some of these feats can be found in their most revised form here. (http://boards1.wizards.com/showthread.php?p=12739217#post12739217) Even if you're not going to play these at epic, I highly recommend checking these out.
Pitiless_Interfector

06-16-07, 01:12 PM
I did it. Lord of the Universe has been purged from the universe. It shall not haunt the campfire tales of munchkins. It shall be as if it never were.
Mr. Dog

06-26-07, 07:16 PM
Wish at will by level 50? Oh noes!!! What's a DM to do? ;)

A Cleric / Dweomerkeeper can have miracle as a supernatural ability (thus not subject to components, xp costs, or spell resistance) pre-epic.

That's right, before level 20.

The idea of letting a level 50 warlock get it isn't that overwhelming. It's not even "broken".

Ooooh, inherent bonuses for the whole party (or random commoners) for every stat! Infinite money!

Who cares at 50th level? Characters can get infinite money at 1st level if they plan it right and have access to the right equipment.

Level one wizard, sells spellbook for cash. Buys scrolls of flesh to salt and a few cows. Salt is a trade good, 5 gp /pound.

In general, a character can sell something for half its listed price.

Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

Ta Da! Infinite money (assuming an infinite amount of cows and scrolls). Alternately, you can wait until your wizard or sorcerer is capable of casting 5th level spells. Boom! Infinite money at 9th or 10th level!

Don't even get me started with candles of invocation and planar binding spells and any number of other such tricks...

Buy a ten foot ladder, turn it into two ten-foot poles and a small amount of waste (potential firewood). Sell ten-foot poles. Profit!

You're missing the forest for the trees.

Pitiless_Interfector, you have done a lot of great work. I fully intend to put these great works to use when I next play or run a game involving a Warlock. Thank you for your efforts.
Tomkin

06-26-07, 07:45 PM
HAND OF THAZSHARRAKOR states "epic, 9th". I assume this is a typo and should be "epic, 10th"?

As a warlock fan, I do appreciate the breadth that this gives the class. I personally was thinking of some epic invocation system similar to the epic spell system (with seeds and stuff)... perhaps you could consider something like that? The invocations are awesome, but it would be so cool to create your own...
Pitiless_Interfector

06-26-07, 09:20 PM
HAND OF THAZSHARRAKOR states "epic, 9th". I assume this is a typo and should be "epic, 10th"?

As a warlock fan, I do appreciate the breadth that this gives the class. I personally was thinking of some epic invocation system similar to the epic spell system (with seeds and stuff)... perhaps you could consider something like that? The invocations are awesome, but it would be so cool to create your own...

And what's stopping you? I've provided plenty of examples! Go wild! :ayyyy!:

The Epic Spellcasting system as it stands is something of a catastrophe. Good people here and elsewhere such as Witch, Feanaro, and Mercutio have tried to fix it, but I doubt that anyone will succeed, barring a complete and total rewrite. There are only a couple things you need to keep in mind when designing invocations: no direct-damage spells like fireball or lightning bolt [they'd overshadow eldritch blast] and anything that creates an effect with a set duration should have a limit on how many of them at once or in a row a warlock can create. Wanna summon something? Better take care of it, because if it dies you won't get another for an hour or more. Same with changing into something else. If you've got a save-or-die, make sure they can't just keep using it until they roll a 1; give targets 24 hour immunity on a successful save [or impose a limit on the HD of the target]. Don't do that for eldritch essences, though. Use existing nonepic invocations as a guide and you should be okay. And remember, setting prerequisites based on skill ranks is the best way to go; forcing a check just means that epic characters need a skill-boosting item to compete. Don't give the warlock anything that can benefit other creatures long-term; you're taking too much away from the cleric. Just keep your head, stay calm, and always ask yourself 'why is this too good?' Conversely, ask yourself 'Why do they want to take this?' You'll be fine; I'm sure of it.
Mr. Dog

06-27-07, 04:49 PM
Pitiless_Interfector

Have you considered throwing all your warlock stuff into a pdf file?
Pitiless_Interfector

06-28-07, 09:00 PM
Pitiless_Interfector

Have you considered throwing all your warlock stuff into a pdf file?

Just copy it onto the clipboard. Then you can boot up Word and paste it into a blank document, or even print it out on paper if you want. The only thing you'll lose are the colors, bolding, sizes, and italics.

50th post!
Witch

07-02-07, 12:01 PM
INTERNAL INVOCATIONS (EPIC)
Requirements: Combat Casting, Sudden Still, Battle Caster, Improved Combat Casting
Benefit: You can activate your warlock invocations without somatic components; other spells and spell-like abilities are unaffected.
Quite a strong ability. The heavy requirements make it okay, though. I'd even go as far as to drop the requirement of Improved Combat Casting and Battle Caster.

LEAST QUICKENING (EPIC)
Requirements: Quicken Spell-Like Ability (any invocation), Spellcraft 24 ranks
Benefits: All of your Least Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.


LESSER QUICKENING (EPIC)
Requirements: Quicken Spell-Like Ability (any greater, lesser, or dark invocation), Least Quickening, Spellcraft 27 ranks
Benefits: All of your Least and Lesser Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

GREATER QUICKENING (EPIC)
Requirements: Quicken Spell-Like Ability (any greater or dark invocation), Least Quickening, Lesser Quickening, Spellcraft 30 ranks
Benefits: All of your Least, Lesser, and Greater Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

DARK CELERITY (EPIC)
Requirements: Quicken Spell-Like Ability (any dark invocation), Least Quickening, Lesser Quickening, Greater Quickening, Spellcraft 32 ranks
Benefits: All of your Least, Lesser, Greater, and Dark Invocations now have casting times of 1 swift action. This has no effect on your eldritch blast, or any blast shape or eldritch essence invocations.

I'd personally work with spell level equivalents instead, excempting Eldritch Blast, but these work just as well.


ELDRITCH EMPOWERMENT (EPIC)
Requirements: Empower Spell-Like Ability (eldritch blast), Sudden Empower, Spellcraft 24 ranks
Benefits: Your eldritch blast is now permanently and automatically Empowered, as the feat Empower Spell-Like Ability.
Normal: You can only use an Empowered Spell-Like Ability three times per day, and Sudden Empower can only be used once per day.
Special: The extra dice from this feat do not stack with the effects of the Maximize Spell feat or any effect that duplicates the Maximize Spell feat for spell-like abilities or invocations.
Not a good idea. It makes the feat that increases eldritch blast by 1d6 even more worthless. I'd claim this one to be somewhat overpowered.

ELDRITCH MAXIMIZATION (EPIC)
Requirements: Eldritch Empowerment, Empower Spell-Like Ability (eldritch blast), Maximize Spell-Like Ability (eldritch blast), Sudden Empower, Sudden Maximize, Spellcraft 27 ranks
Benefits: Your eldritch blast is now permanently and automatically Maximized, as the feat Maximize Spell-Like Ability.
Normal: You can only use a Maximized Spell-Like Ability three times per day, and Sudden Maximize can only be used once per day.
Special: If you have Eldritch Empowerment and Eldritch Maximization, the additional dice from Eldritch Empowerment are not maximized and are instead rolled normally.
Ditto.

ELDRITCH INTENSIFICATION (EPIC)
Requirements: Intensify Spell-Like Ability (eldritch blast), Sudden Intensify, Eldritch Empowerment, Eldritch Maximization, Empower Spell-Like Ability (eldritch blast), Maximize Spell-Like Ability (eldritch blast), Sudden Empower, Sudden Maximize, Spellcraft 32 ranks
Benefits: Your eldritch blast is now permanently and automatically Intensified, as the feat Intensify Spell-Like Ability.
Normal: You can only use an Intensified Spell-Like Ability 3 times per day, and Sudden Intensify can only be used once per day.

And again :)

SUDDEN INTENSIFY (EPIC) [METAMAGIC]
Requirements: Sudden Empower, Sudden Maximize, Spellcraft 30 ranks
Benefit: Once per day you can apply the Intensify Spell feat to a spell without increasing its level or casting time or specially preparing it ahead of time


INTENSIFY SPELL-LIKE ABILITY (EPIC)
Requirements: Spell-like ability at caster level 24th or higher
Benefit: Choose one of your spell-like abilities (subject to the restrictions below) to use at double its maximum effectiveness up to 3 times per day, or its normal usage limit, whichever is less, applying the effects of the Intensify Spell feat to the ability. All the restrictions of Intensify Spell apply here as well. The caster level of the ability chosen must be at least equal to 14 + 2 x the spell-like ability’s level equivalent.

These look okay.

IMPROVED ELDRITCH BLAST (EPIC)
Prerequisite: Eldritch blast 9d6
Benefit: Your eldritch blast deals an additional 1d6 points of damage
Special: This feat can be taken multiple times. Its effects stack.
As I said, this one is rendered obsolete by your empower, maximize and intensify feats. I recommend changing it to deal +2d6 every time and removing those other feats.

MANIFOLD INVOCATIONS (EPIC)
Prerequisite: Arcane caster level 21st, Cha 21
Benefit: You can simultaneously maintain a number of invocations such as caustic mire, impenetrable barrier, and nightmares made real equal to your Charisma bonus. For invocations such as devil’s whispers where you can already maintain a number of simultaneous castings equal to your Charisma bonus, you can instead maintain a number of simultaneous castings equal to 1/2 your class level.
In addition, you no longer take backlash damage if one of your invocation effects is destroyed (i.e. impenetrable barrier)
Normal: You may only have one casting of certain invocations active at one time; using the invocation again while the first is still active causes the first to end as if dismissed.
Certain invocations, such as impenetrable barrier, will deal damage to you if they are destroyed or dispelled by another creature.
I'm not sure your "Normal" is correct.


SPURN MAGIC (EPIC)
Requirements: Eldritch blast 9d6, Cha 23
Benefit: You gain spell resistance equal to your class level + 11. Add your Charisma modifier as a bonus on saves against spells, and spell-like or supernatural effects.
I don't see why your Eldritch Blast level is used for this. I also don't like the idea that Spell Resistance is that easy to obtain. Make a feat that grants spell resistance equal to class level. Add another feat that grants SR equal to class level + 5. The third feat should change the SR to class level +10. Something alike that seems more balanced to me, and still useful.

ELDRITCH GRACE (EPIC)
Prerequisite: Invocation caster level 22nd, eldritch blast 10d6, Cha 25, Dark One's Own Luck, Iron Will
Benefit: You add your Charisma modifier as a profane (or sacred) bonus to AC and on all saving throws.
Remove "Invocation caster level 22nd" - it's already assumed by eldritch blast 10d6. Not a good idea - it would stack with Dark One's Own Luck. Have the bonus remain a luck bonus, and just apply it to all saves now, as well as AC. Possibly replace the "Iron Will" prerequisite by "at least two luck feats"?

ELDRITCH TOUGHNESS (EPIC)
Prerequisite: Con 19, Cha 25, Dark One's Own Luck, fiendish resilience 5, Epic Toughness
Benefit: You gain bonus hit points equal to your Charisma bonus times your highest invocation caster level.

Unbalanced. Epic Toughness gives +30 hp; Improved Toughness gives 1/HD - this one gives at least 8/HD. Have it grant hit points equal to your charisma bonus times four. Remove the Con prerequisite and the requirement for Dark One's Own Luck.

IMPROVED DAMAGE REDUCTION (EPIC)
Requirements: Damage reduction 5/cold iron, Invocation caster level 22nd, Con 17
Benefits: Your damage reduction increases by 5
Special: You can take this feat more than once. Each time you take it, your damage reduction increase by another 5 points. This feat stacks with increases from your epic Warlock class feature progression.
There's no need to call it "invocation caster level". Just use "caster level".

INNATE RESILIENCE (EPIC)
Requirements: Con 21, eldritch blast 13d6, invocation caster level 28th, Lasting Resilience, Additional Resilience
Benefit: Your fiendish resilience class feature is continually active.
Normal: Fiendish resilience lasts 2 minutes per use (or twice that with Lasting Resilience)
I have my doubts - this means you're continually at full HP after a fight. But then again, that's not necessarily broken.


VIGOROUS RESILIENCE (EPIC)
Requirements: Con 20, Fiendish resilience 5, eldritch blast 15d6
Benefits: The fast healing provided by your fiendish resilience class feature becomes regeneration overcome by any effect that would bypass your damage reduction (from the warlock class).
This is too easy a way to get regeneration. It should have far higher prerequisites, shown by a higher fiendish resilience and far higher Con requirement - I'm thinking high thirties.

LASTING RESILIENCE (EPIC)
Requirements: Con 19, Fiendish resilience 5, eldritch blast 9d6
Benefits: The duration of each use of your fiendish resilience class feature doubles.
Special: You can take this feat more than once (remember, two doublings equals a tripling, and so forth)

With the "two doublings equal a tripling", this sounds okay.

ADDITIONAL RESILIENCE (EPIC)
Requirements: Con 17, Fiendish resilience 5
Benefit: You can use your Fiendish resilience a number of times per day equal to 3 + your Constitution bonus (if any).
Special: You can take this feat more than once. Each time you take it, you gain an additional 3 daily uses of you fiendish resilience class feature.

Unproblematic. I'd not even make this epic.

IMPROVED FLAMEWREATHE (EPIC)
Requirement Fiendish flamewreath 5d6, Cha 19
Benefit Your fiendish flamewreath deals 1d6 points of hellfire damage per 4 class levels (rounded down) and lasts until you take a free action to end it. You can activate it as a free or immediate action any number of times per day, and it can retaliate against any creature you threaten within your natural reach.
Normal Your fiendish flamewreath deals 5d6 points of fire damage and lasts 2 minutes per use. It can only be invoked once per day.
I'm not certain but I doubt it would have significant impact.

EPIC DAMAGE REDUCTION (EPIC)
Requirements: Eldritch blast 9d6, Con 20, Improved Damage Reduction
Benefit: The DR from your Warlock levels improves to DR/epic and cold iron.
Normal: Your Warlock damage reduction can be overcome by cold iron weapons.
Needs higher prerequisites. DR Epic is very significant, at least in early epic and for quite some time after that.

UNIVERSAL ENERGY RESISTANCE (EPIC)
Prerequisite: Resistance 10 to any two energy types, eldritch blast 10d6, Con 15
Benefit: You gain resistance 10 to all 5 energy types.

Not a fan. It's effectively three times as good as the Energy Resistance epic feat.


INCREASED ENERGY RESISTANCE (EPIC)
Prerequisite: Resistance 10 to any two energy types, Con 17, eldritch blast 9d6
Benefit: All your energy resistances (from your Warlock levels and the Additional Energy Resistance feat) improve by 5.
Special: You can take this feat more than once. Its effects stack.
My comments remain equivalent for this feat.

ENERGY IMMUNITY (EPIC)
Prerequisite: Resistance 15 or more to at least two energy types, Con 19, eldritch blast 12d6.
Benefit: Choose one energy type to which your class features and feats have given you resistance 15 or more. You now gain complete immunity to that energy type.
I don't like this one, mostly because I think full-scale immunities are handed out too often.





I'll check more later.
Rikandur_Azebol

07-04-07, 02:52 AM
By the by, has anyone playtested any of these yet? Are the prerequisites sound or too constricting/loose? Are any of these too powerful, or not powerful enough? Any feedback on elements BESIDES Lord of the Universe (which I ponder scrapping and redoing more and more frequently as the weeks roll by) would be GREATLY appreciated. Thanks.

I will ask Witch, since You picked up my curiosity. I were complaining, at DF, why these feats look like overpowered on DF boards ... and Selah explained to me why they aren't as potent as they seem.

BTW, Epic Fiendish Resilence seems cool to me. And it seems to mix two of Your Fiendish Resilence enchancers into one, the extra uses and the elongated duration. Mixed with mad rate of FH, of course.

And as for Your feats and stuff I think that those wich improve natural warlock abilities are cool and quite balanced. Increase of DR, for starters. I don't like Epix addition to DR, for AMF will negate whole DR then.
Och, and I hate Warlock's DR progression. DR 12/cold iron at 50 lvl ? Were it twice as big and it wouldn't affect 'lock's power at all.

I like Dire Invocations, even as I would personally increase requirments for those more potent, so 'lock would have to spend more personal power on attaining them.

Do You have anything to let 'lock deal with his biggest enemy, the AMF ?
Pitiless_Interfector

08-22-07, 01:03 PM
Quite a strong ability. The heavy requirements make it okay, though. I'd even go as far as to drop the requirement of Improved Combat Casting and Battle Caster.

But then it wouldn't have heavy requirements. Just Combat Casting and Sudden Still. Of course, I'm not arguing. Sounds like a great idea.

I'd personally work with spell level equivalents instead, exempting Eldritch Blast, but these work just as well.

Yeah, these were basically no-brainers.

Not a good idea. It makes the feat that increases eldritch blast by 1d6 even more worthless. I'd claim this one to be somewhat overpowered.
Ditto.
And again :)

Perhaps Spellcraft 27, 30, and 35 ranks would even it out?

These look okay.

Well, they weren't exactly my most creative work, either.

As I said, this one is rendered obsolete by your empower, maximize and intensify feats. I recommend changing it to deal +2d6 every time and removing those other feats.

Yeah, but this still means either 1d9, 1d3+6, or 12 extra points of damage each time you take it. Of course, it suddenly occurs to me that this feat would allow you to shortcut most of these prerequisites. Perhaps it should be cut out altogether.

I'm not sure your "Normal" is correct.

Hmm...

I don't see why your Eldritch Blast level is used for this. I also don't like the idea that Spell Resistance is that easy to obtain. Make a feat that grants spell resistance equal to class level. Add another feat that grants SR equal to class level + 5. The third feat should change the SR to class level +10. Something alike that seems more balanced to me, and still useful.

Remove the SR, perhaps? Then it just duplicates the Hexblade's arcane resistance class ability, which they get at 2nd level, and which would translate into massive resistance to most save-or-dies.

Remove "Invocation caster level 22nd" - it's already assumed by eldritch blast 10d6. Not a good idea - it would stack with Dark One's Own Luck. Have the bonus remain a luck bonus, and just apply it to all saves now, as well as AC. Possibly replace the "Iron Will" prerequisite by "at least two luck feats"?

I always prefer Iron Will as a prerequisite; it seems crappy enough from a mechanics standpoint, but flavor-wise it has so much potential! Yeah, the bonuses should all be luck.

Unbalanced. Epic Toughness gives +30 hp; Improved Toughness gives 1/HD - this one gives at least 8/HD. Have it grant hit points equal to your charisma bonus times four. Remove the Con prerequisite and the requirement for Dark One's Own Luck.

How about immunity to death effects, energy drain, massive damage, and poison?

There's no need to call it "invocation caster level". Just use "caster level".

How 'bout EB 10d6?

I have my doubts - this means you're continually at full HP after a fight. But then again, that's not necessarily broken.

Yeah, what with Innate Spell (cure light wounds) and all, healing back up to full after every encounter is pretty much par for the course.

This is too easy a way to get regeneration. It should have far higher prerequisites, shown by a higher fiendish resilience and far higher Con requirement - I'm thinking high thirties.

Con 29, FR 10, EB 15d6? Remember, anything that gets around his damage reduction [including energy damage and most spells] gets around this.

With the "two doublings equal a tripling", this sounds okay.

Unproblematic. I'd not even make this epic.

Fine by me.

I'm not certain but I doubt it would have significant impact.

Personally, I've always thought FF was for n00bs who go for K001 over game mechanics. I'm just trying to close the gap.

Needs higher prerequisites. DR Epic is very significant, at least in early epic and for quite some time after that.

Perhaps Con 23, EB 12d6?

Not a fan. It's effectively three times as good as the Energy Resistance epic feat.

Which, in my opinion, sucks balls. This is a class-exclusive; it's only good for warlocks. And even then, the ring is still cheaper.

My comments remain equivalent for this feat.

Ibid [ditto].

I don't like this one, mostly because I think full-scale immunities are handed out too often.

Well, the balancing factor is: you can only take this once. You'll have to choose wisely. Since so few creatures have sonic attacks, you're basically stuck with the Big Four, and you must submit to the will of the DM, who will find ways to easily overcome your peanut resistance to the other 3.



I'll check more later.

Hmm... [tictoctictoctictoctictoctictoc]
Pitiless_Interfector

08-24-07, 02:21 AM
Now officially in the Top 20 Most-Viewed Threads on the Epic Boards "from the beginning."
BillTheManiac

08-25-07, 09:19 AM
Innate resilience isn't broken. There's a feat in Complete Mage that lets your cleric cure 3 hp/round at 3rd level.

Or persistant mass lesser vigor. 9th level, I believe.
rastlin_of_the_tomes

09-19-07, 05:45 PM
just to get away from the wish thing, witch i think is perfectly fine at 50th level since by that time wish cant pump you up any higher all by itself as a single cast.

what about a 23-28 area feat/invocation that allows you to become an avatar in the shape of a shadow dragon, but it is incorpral and you are in thecenter of it, granting you, if they figure it out and try to hit you, 100% concelment (50% miss cahne right there) and they have to guess with 5 by 5 by5 square you are in some where in this huge elrich dragon.

just an idea from a warlock lover and sorry for any bad spelling.
RealSorceror

09-20-07, 11:18 PM
I don't understand why people are so worked up about Lord of the Universe. By 50th level, almost any Cleric, Wizard or Sorcerer will have forked out the feats required to get a 17th level spell slot and then taken Innate Spell. It may be a bit much, but it's hardly beyond the pale. Heck, some of them may have even picked up a 21st level slot for Quickened versions.
*Looks blanky at character sheet for his Greater God of Magic*

*Thinks. Slowly*

.....Oh my God, I can actually do that! I can have Miracle and Wish as spell-like abilities! :eek:
RealSorceror

09-22-07, 10:25 PM
Oh, in case anyone is interested, I will be playtesting these feats and invocations next week.

I have a lvl 40 Warlock/Shadowcaster/Eldritch Thuerge/Hellfire Warlock.

I took the Eldritch Empowerment and Eldritch Maximazition feats, along with Rapid Blast.

I would have playtested them today, but I rolled a nat 20 and confirmed on my first attack against a level 30 Assassin. The Blast dealt almost 300 damage, and the Assassin was vaporized. :(
Because the other character was 10 levels lower than me, and because I got in that lucky shot, I can't really say whether or not those feats are overpowered.
Pitiless_Interfector

10-15-07, 11:10 PM
Oh, in case anyone is interested, I will be playtesting these feats and invocations next week.

I have a lvl 40 Warlock/Shadowcaster/Eldritch Thuerge/Hellfire Warlock.

I took the Eldritch Empowerment and Eldritch Maximazition feats, along with Rapid Blast.

I would have playtested them today, but I rolled a nat 20 and confirmed on my first attack against a level 30 Assassin. The Blast dealt almost 300 damage, and the Assassin was vaporized. :(
Because the other character was 10 levels lower than me, and because I got in that lucky shot, I can't really say whether or not those feats are overpowered.

Well? It's been quite a long time. Are you still alive, or have my feats contributed to the death of yet another imaginary character?
Pitiless_Interfector

12-23-07, 05:49 PM
Well? It's been quite a long time. Are you still alive, or have my feats contributed to the death of yet another imaginary character?

Behold: ANIMATE THREAD!