Additional warlock invocations (credible attempts at maintaing game balance made) [Archive] - Wizards Community

Post/Author/DateTimePost
Pitiless_Interfector

01-29-07, 10:47 AM
New warlock invocations:

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. If you are in an area of magical darkness, it instead creates a darklight effect centered on you and lasting until you leave the magical darkness.

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.

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.

Eldritch orb
Lesser, 3rd, 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 of 100 feet and no range increment. 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 1/2 the usual amount of damage (including half of any extra 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.

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.

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 cannot be rebounded off of a helm of telepathy. 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. If you do not supply the material component, the maximum HD of creature affected is 1/3 your caster level (maximum 9 HD). A successful save against this ability provides 24 hour immunity.