LEAST INVOCATIONS
Artificer's Assistant: Least, 2nd; Conjures an invisible assistant that grants +6 to all Craft checks for 24 hours.
Baleful Utterance: Least, 2nd, Sonic; Object/area affected by Shatter, creature holding/wearing destroyed target makes Fort save or be dazed for 1 round and deafened for 1 minute.
Beguiling Influence: Least, 2nd; +6 Bluff, Intimidate, and Diplomacy for 24 hours.
Breath of the Night: Least, 1st; Create a Fog Cloud as the spell.
Dark One’s Own Luck: Least, 2nd; Luck bonus = Cha to any one save for 24 hours. Does not apply to more than one save at a time, can not be more than Warlock level.
Darkness: Least, 2nd; Use Darkness as the spell.
Devil’s Sight: Least, 2nd; See normally in darkness and magical darkness out to 30 feet.
Earthen Grasp: Least, 2nd; Conjure a earthen hand at close range for 2 rounds/level on earth, mud, grass, or sand; Hand is equal to Med creature with BAB = CL, Str = 14 +2/3xCL. Arm doesn't move from its space, but it can grapple a foe in its space or any adjacent space. If no foes are in reach, it attacks a target at random in range, if any. Each round the hand pins a target, it deals 1d6 to target. Arm has AC 14, hardness 4, and 3HP/CL
Eldritch Spear: Least, 2nd, Blast Shape; Eldritch Blast gains a range of 250 feet with no increment.
Entropic Warding: Least, 2nd; Gain 20% miss chance (not concealment), leave no visible or aromatic trail.
Frightful Blast: Least, 2nd, Blast essence, Mind-Affecting; Struck creatures make Will save or be shaken for 1 minute.
Hideous Blow: Least, 1st, Blast shape; Channel eldritch blast into single melee attack as a standard action. Does not provoke attacks, and deals damage on its own independent of the weapon being used to attack.
Leaps and Bounds: Least, 2nd; Gain +6 to Jump, Balance, and Tumble for 24 hours.
Miasmic Cloud: Least, 1st; Creates 10 foot radius dense fog, grants concealment, other creatures that enter make Fort save or be fatigued for 1 round after they leave the fog. Fog is dispersed as Fog Cloud and lasts 1 minute.
See the Unseen: Least, 2nd; See Invisibility and Darkvision for 24 hours.
Sickening Blast: Least, 2nd, Blast essence; Struck creatures make Fort save or be sickened for 1 minute.
Spiderwalk: Least, 2nd; Spider Climb for 24 hours and unaffected by mundane or magical webs.
Summon Swarm: Least, 2nd; Summon Swarm for only as long as you concentrate.
All-Seeing Eyes: Least, 2nd; Comprehend Languages for written materials only and +6 on Spot and Search for 24 hours.
Call of the Beast: Least, 2nd; Wild Empathy as a druid of your level and Speak with Animals for 24 hours.
Hammer Blast: Least, 2nd, Blast essence; Eldritch Blast deals full damage to objects instead of half.
Otherworldly Whispers: Least, 2nd; Gain +6 to Knowledge regarding Arcana, Religion, and The Planes for 24 hours.
Serpent's Tongue: Least, 2nd; Gain Scent and +5 to saves against poison for 24 hours.
Soulreaving Aura: Least, 2nd; 10 foot radius emanation centered on you instantly deals 1 damage to every creature with 0 or fewer HP, and if any creature is slain by this effect, you gain temporary HP equal to its HD (max 10) for 1 round.
Swimming the Styx: Least, 2nd; Gain aquatic subtype, swim speed equal to base land speed, and the ability to breathe water and air for 24 hours.
Hideous Shot: Least, 1st, Blast Shape; Channel eldritch blast into projectile or thrown object as a part of a single ranged attack.
Dark Arcana: Least, 1st; +6 to Spellcraft and Use Magic Device for 24 hours.
Cloak of Shadows: Least, 1st; +6 to Hide, Sleight of Hand, and Move Silently for 24 hours.
Shrouding Transformation: Least, 2nd; Alter Self on self for 24 hours, but can not be a different size category than your normal size.
LESSER INVOCATIONS
Beshadowed Blast: Lesser, 4th, Blast essence; Living creature struck makes Fort or blinded for 1 round.
Brimstone Blast: Lesser, 3rd, Blast essence; Any creature struck makes Reflex save or catches fire, taking 2d6 additional fire damage per round until extinguished by full round action or 1 round/5xCL
Charm: Lesser, 4th, Mind-Affecting; Charm Monster within 60 feet that speaks your language, only one charmed creature at a time.
Curse of Despair: Lesser, 4th; Deliver touch attack to Bestow Curse, target gains -1 to attack for 1 minute even if it succeeds on the save.
The Dead Walk: Lesser, 4th; Animate Dead as spell, lasts only 1 minute per CL unless you include normal material component.
Eldritch Chain: Lesser, 4th, Blast Shape; Eldritch blast strikes 1 extra target per four levels within 30 feet of the previous target.
Fell Flight: Lesser, 3rd; Gain fly speed equal to land speed with Good maneuverability for 24 hours.
Flee the Scene: Lesser, 4th; Dimension Door as the spell and leave behind Fog Cloud for 1 round.
Hellrime Blast: Lesser, 4th, Blast essence; Blast deals Cold damage, and any creature struck makes Fort save or takes -4 to Dex for 10 minutes. Dex debuff does not stack from multiple hellrime blasts.
Hungry Darkness: Lesser, 3rd; Create stationary Darkness effect filled with swarms of bats, attacking all creatures within except you for 1d6 damage as a Swarm, lasts with concentration + 2 rounds. If the bat swarm is destroyed, Hungry Darkness ends.
Stony Grasp: Lesser, 3rd; As Earthen Grasp, but any natural surface, AC 18, hardness 8, and 4 HP/CL.
Voidsense: Lesser, 4th; Gain blindsense 30 ft. for 24 hours.
Voracious Dispelling: Lesser, 4th; Dispel Magic and creatures with active spell effects dispelled by this take 1 damage for each level of spell effect dispelled.
Walk Unseen: Lesser, 2nd; Invisibility on self for 24 hours.
Wall of Gloom: Lesser, 2nd, Mind-Affecting; Create wall of gloom up to 40 feet long or 15 foot radius, 20 feet high, creatures adjacent to the wall have concealment from other side, creatures further have total concealment. Creatures with 6 or less HD must make a Will save or be halted at its edge. Creatures may attempt to pass through any number of times, but each failure imposes a cumulative -1 on the Will save.
Baneful Blast: Lesser, 3rd, Blast essence; When gained, pick a creature type as a Ranger's favored enemy - this blast deals an additional 2d6 damage to that creature type. This invocation can be taken multiple times for separate creature types, and it can not be changed once selected unless retrained.
Cold Comfort: Lesser, 2nd; Endure Elements on yourself and allies within 30 feet for 24 hours.
Crawling Eye: Lesser, 3rd; Detach one of your eyes to move on its own with a move and climb speed of 20 feet. Directing the eye requires a move action. Its Climb modifier is equal to 8+CL, and its Hide and Move Silently are equal to your CL. It is considered a Fine creature with 2 HP and AC of 20. When you use this invocation, your HP are reduced by 2 for the duration of this effect. For all other purposes, its stats are equal to yours. You can't cast spells or invocations through the eye, but any effects that affect your vision function through the eye as though it was still attached. If it is destroyed, you are dazzled for 1d4 rounds while the eye regrows, and you regain the 2 HP at the end of this time. You may only have one Crawling eye at a time.
Disembodied Hand: Lesser, 4th; Detach one of your hands to float in the air. You may still use it as though it were still attached in every way, but it still requires that you expend actions to use it accordingly, and any touch attack you deliver with it must be cast before you use this invocation. The hand can move through the air at 30 feet. When you use this invocation, your HP are reduced by 5 while it is in effect, and the hand is considered a Diminutive creature with AC 20 and HP 5. Its Hide and Move silently modifiers are equal to your CL, and its other statistics are equal to yours. If it is destroyed, it regrows in 1d4 rounds at which time you regain the 5 HP lost. You may only have one Disembodied hand at a time.
Mask of Flesh: Lesser, 3rd; Take on the physical form of a living creature of your own size with a touch attack. If you desire, you may impose a 1d6 Cha penalty to the target, but the Charisma can't be lower than 1. Will save negates both effects, and a creature that saved can not be affected for another 24 hours. Both effects last for 1 hour per CL; If you dismiss the invocation, both effects end.
Relentless Dispelling: Lesser, 4th; Targeted Dispel Magic and a second targeted Dispel Magic on the same target at the start of your turn with no action required on your part.
Witchwood Step: Lesser, 3rd; Walk over water, through rubble or undergrowth at full speed, and immunity to Entanglement for 24 hours.
Eldritch Ward: Lesser, 4th; Surrounded by swirling eldritch energies that provide a deflection AC bonus equal to your Eldritch Blast dice as well as granting a resistance bonus to saves against spells equal to your Eldritch Blast dice for one minute. While Eldritch Ward is active, the warlock may not use his Eldritch Blast ability. The caster may dismiss this invocation effect as a standard action.
Vile Darkness: Lesser, 3rd; Use Blacklight as the spell.
Warlock's Lock: Lesser, 3rd; As Arcane Lock, but warded object glows faintly (Spot/Search DC 15), and causes 1d4 magic damage per 2 CL (Reflex Half) to creatures touching the warded object other than the caster. Only one such effect can be active at a time, new castings negate former ones. Lasts 1 hr/CL and is not discharged when creatures take damage from this effect.
GREATER INVOCATIONS
Bewitching Blast: Greater, 4th, Blast essence, Mind-Affecting; Any creature struck makes Will save or confused for 1 round.
Chilling Tentacles: Greater, 5th; Black Tentacles with additional 2d6 cold damage in the spell's area.
Devour Magic: Greater, 6th; Greater Dispel Magic with touch, gain temp HP = 5 per level of spell dispelled. These temp HP fade after 1 minute and do not stack with other temp HP. Can not use on own invocations.
Eldritch Cone: Greater, 5th, Blast Shape; Eldritch blast takes the shape of a 30 foot cone, affecting all creatures within, but they may make a Reflex for half.
Enervating Shadow: Greater, 5th; Gain total concealment in dark or shadowy places for 5 rounds, living creatures adjacent must make Fort at start of their turn or take -4 to Strength for 5 rounds. Affected creatures can not be affected for another 24 hours.
Noxious Blast: Greater, 6th, Blast essence; Struck creatures make Fort save or be nauseated for 1 minute.
Repelling Blast: Greater, 6th, Blast essence; Struck creatures of Medium or smaller make Reflex save or be hurled 1d6x5 feet away from you and knocked prone. If the creature strikes a wall within this distance, they take 1d6 damage for each 10 feet flung in this manner.
Tenacious Plague: Greater, 6th; Insect Plague with Cha bonus added to Fort DC for swarm's distraction. Swarm summoned in this manner overcomes magic damage reduction.
Vitriolic Blast: Greater, 6th, Blast essence; Eldritch blast deals damage with conjured acid, ignoring spell resistance. Struck creatures take an additional 2d6 points of acid damage each round after the initial attack for 1 round/5xCL.
Wall of Perilous Flame: Greater, 5th; Wall of Fire but half of the damage is magic damage instead of fire damage. Creatures reduced to 0 or fewer HP by this invocation are affected by a Destruction spell effect.
Warlock’s Call: Greater, 5th; Sending, but a creature unwilling to reply can attempt a Will save to deal 1d10 points of damage back to you.
Caustic Mire: Greater, 4th; Cover a 20 foot radius spread within Medium range with acidic slime for 1 round per level that slows movement to half speed and causes creatures entering to take 1d6 acid damage for each space entered and 1d6 acid damage if they end their turn in a space affected by this. Effects that deal fire damage to creatures within this spell's effect deal and additional 1 fire damage per die. If you cast a second one, the previous ends.
Hellspawned Grace: Greater, 6th; Gain the form of a Hellcat for 1 round per 2 CL. If reduced to 0 or fewer HP in Hellcat form, you can't use this invocation again for 1 hour.
Hindering Blast: Greater, 4th, Blast essence; Living creatures struck make Will save or be Slowed for 1 round.
Nightmares Made Real: Greater, 5th; Make 5 10 foot cubes + 1 10 foot cube per CL at Close range appear nightmarish for 1 round per level, entangling and dealing 1d6 damage on your turn to those who fail Will saves within. Grants concealment to creatures adjacent and total concealment to creatures beyond regardless of Will save, and you may make hide checks even while being observed in this area, but others may not.
Painful Slumber of Ages: Greater, 6th, Mind-affecting; Cause one living creature at close range to enter an indefinite state of sleep if they fail the Will save. Normal stimuli is insufficient to wake them, but any damage received rouses them instantly, but they also take damage equal to your CL when this happens. They also receive an additional save every 24 hours to wake from their slumber for no damage. The target does not need to eat or drink under the effect of this.
Eldritch Beam: Greater, 5th, Blast Shape; Eldritch blast channeled into a 5ft. x 60ft. line, affecting all creatures in its path (Reflex for half).
DARK INVOCATIONS
Dark Discorporation: Dark, 8th; Become 8 squares of Diminutive shadow bats for 24 hours; Str = 1, Dex +6; Lose armor and natural armor bonuses to AC, +4 size and + Cha to AC; Diminutive size swarm and Fly 40ft. (Perfect); Swarm subtype traits; Swarm Attack for 4d6 to any creature in your space at end of turn as magic weapon of your alignment; Distraction on any living creature vulnerable to your swarm attack starting turn in your space makes Fort save or be nauseated for 1 round and spellcasting in your space requires Concentration; All possessions are nonfunctional and absorbed into your new form.
Dark Foresight: Dark, 8th; Foresight and communicate with target telepathically within 100 feet and line of sight.
Eldritch Doom: Dark, 8th, Blast shape; Eldritch Blast becomes 20 foot burst centered on you, affects designated targets, targets may Reflex for half.
Path of Shadow: Dark, 6th; Shadow Walk as the spell, plus regain hitpoints as if resting a full day for each hour shadow walking.
Retributive Invisibility: Dark, 6th; Greater Invisibility on self and deals 4d6 sonic damage in 20 foot radius burst if dispelled and stuns creatures damaged in this way if they fail a Fort save.
Utterdark Blast: Dark, 8th, Blast essence; Eldritch blast deals negative energy damage, healing undead struck. Living creatures struck make Fort save or gain 2 negative levels.
Word of Changing: Dark, 5th; Baleful Polymorph for 24 hours, at which point the creature makes a second Will save at the original bonus or remains in the new form permanently until restored by other means.
Binding Blast: Dark, 7th, Blast essence, Mind-affecting; Struck creature makes Will save or be stunned for 1 round.
Caster's Lament: Dark, 8th; Break Enchantment on touch, but can only attempt to affect any given effect once in a 24 hour period. Can also use this to counterspell 7th level or lower spells as if using Greater Dispel Magic.
Steal Summoning: Dark, 6th; Cast as an immediate action to steal control of a summoned creature as soon as it is summoned with a successful Caster Level check (DC 11 + CL of summoner) for as long as you concentrate plus 1 round up to 1 round per level + 1