TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
  Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php 
   
   
  May 17, 2006 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Warlock Invocation List...............................2 
  Least..................................................................2 
  Lesser................................................................3 
  Greater...............................................................4 
  Dark...................................................................5 
  Glossary........................................................6 
  Auras.................................................................6 
  Ranges...............................................................7 
  Levels of Concealment .....................................7 
  Levels of Cover.................................................7 
  Level of Exhaustion..........................................7 
  Areas of Effect – Shape ....................................7 
  Levels of Fear ...................................................7 
  Types of Magic Item.........................................7 
  Areas of Effect – Fill ........................................8 
  Casting Times ...................................................8 
  Other Definitions ..............................................8 
  Appendix....................................................10 
  Revision History ............................................ 10 
  Key to Sourcebooks....................................... 10 
   
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Warlock Invocation List – Least 
   
  Page 2  
  Warlock Invocation List 
   
  Charisma-based Impromptu Invocations. (CArc p8)  
  Each Invocation has a listed Effective Spell Level.  Caster level equals Warlock class level. 
  Invocations are Spell-Like Abilities that have a Somatic component.  Arcane Spell Failure chance applies if the Warlock is wearing Medium (or heavier) Armor 
  or a Shield. 
  The Feat: Spell Focus does not apply to Invocations.  Feat: Ability Focus can be used with Eldritch Blast. 
  One Eldritch Essence –and– one Blast Shape may be applied to a given Eldritch Blast.    The effective spell level is the highest of the Invocations applied.  
  Eldritch Blast remains a Spell-Like Ability with a Somatic component, which is activated as a Standard Action, has no save, and Spell Resistance applies 
  (except in the case of Vitriolic Blast). 
   
  Least 
   
  Eldritch Essence 
  Frightful Blast(CArc p134) 
  <Invocation(eldritch essence)[mind][fear]> 
  – Any creature struck by the invoker’s Eldritch 
  Blast also becomes Shaken for 1 minute 
  (WillNeg).  Subsequent Frightful Blasts do 
  not stack, but do reset the duration. 
   Effective Spell Level:  2nd. 
  Sickening Blast(CArc p135) 
  <Invocation(eldritch essence)> 
  – Any creature struck by the invoker’s Eldritch 
  Blast also becomes Sickened for 1 minute.  
  (FortNeg).  Subsequent Sickening Blasts do 
  not stack, but do reset the duration. 
   Effective Spell Level:  2nd. 
  Blast Shape 
  Eldritch Spear(CArc p133) 
  <Invocation(blast shape)> 
  – The maximum range of the invoker’s Eldritch 
  Blast increases to 250’ with no range 
  increment. 
   Effective Spell Level:  2nd. 
  Hideous Blow(CArc p134) 
  <Invocation(blast shape)> 
  – As a Standard Action, make one melee attack.  
  If the hit is successful (even if it does not 
  damage), then treat the opponent as if he/she 
  were also hit with the invoker’s Eldritch Blast 
  (including any special effects due to Eldritch 
  Essence invocations). 
   Effective Spell Level:  1st. 
  Other 
  Baleful Utterance(CArc p132) 
  <Invocation[sonic], VS, 1StdAct, Close-range, 
  Instantaneous, SR applies> 
  – By speaking a syllable of Dark Speech, the 
  invoker chooses one of the following to occur: 
  a) all non-magic glass, crystal, etc., in a 5’ 
  radius Burst that weigh less than 1 lb/lvl 
  are shattered.  An attended object gets a 
  Will save to negate.  Otherwise, no save. 
  b) a single solid object weighing up to 10 
  pounds per level can be shattered.  An 
  attended object gets a Will save to negate. 
   If an attended object was destroyed, then the 
  creature touching it must make a Fortitude 
  save of be Dazed for 1 round and Deafened 
  for 1 minute. 
  Effective Spell Level:  2nd. 
  Beguiling Influence(CArc p132) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker receives a +6 bonus on Bluff, 
  Diplomacy, & Intimidate checks. 
   Effective Spell Level:  2nd. 
  Breath of the Night(CArc p132) 
  <Invocation, S, 1StdAct, Instantaneous> 
  – Creates a 20’ radius Spread by 20’ high area 
  of mist around the invoker, which grants 
  Concealment to everyone within it.  Does not 
  block Line-of-Sight.   
   The mist dissipates in 1 minute, or can be 
  dispersed immediately by a Moderate Wind 
  or the fire of a torch. 
   Effective Spell Level:  1st. 
  Dark One’s Own Luck(CArc p133) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker receives a Luck bonus on one 
  saving throw equal to his/her Charisma 
  modifier (up to his/her Class level).  To 
  change which saving throw benefits, the 
  invoker must first Dismiss the current effect 
  as a Standard Action. 
   Effective Spell Level:  2nd. 
  Darkness(CArc p133) 
  <Invocation[darkness], S, 1StdAct, Touch, 10min/lvl(D), 
  no SR> 
  – Touched object radiates shadowy illumination 
  in a 20’ radius.  Creatures in the darkness 
  have Concealment (20% miss chance).  
  Darkvision cannot see through this spell. The 
  darkness may be blocked by putting the 
  object in a container. 
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
   Effective Spell Level:  2nd. 
  Devil’s Sight(CArc p133) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker may see up to 30’ through normal 
  and magical darkness. 
   Effective Spell Level:  2nd. 
  Earthen Grasp(CArc p133)(CArc p104)+ 
  <Invocation[earth], S, 1StdAct, Close-range, 2rnds/lvl, 
  no save, SR applies> 
  – A Medium-sized arm of soil rises from the 
  targeted hex of earth or sand.  It attempts to 
  Grapple any creature in its hex or one that is 
  adjacent.  If not directed by the invoker, it 
  attacks randomly. 
   The arm has a Strength of 14 + 1 per three 
  invoker levels.  The arm can make one 
  Grapple attempt per round and does generate 
  an Attack of Opportunity.  If successful, it 
  attempts to Pin the target, which does 
  (1d6+Strength modifier) hp of lethal damage 
  each round. 
   The arm has AC 15, Hardness 4, and 3 hp per 
  Invoker level. 
   Effective Spell Level:  2nd. 
  Entropic Warding(CArc p134) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker is surrounded by chaotic energies, 
  granting the following: 
  a) Ranged attacks (including rays) that target 
  the invoker have a 20% miss chance; and 
  b) the invoker leaves no track or scent trail 
  (though he/she can still be detected by 
  scent, just not followed by it). 
   Effective Spell Level:  2nd. 
  Leaps and Bounds(CArc p134) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker receives a +6 bonus on Balance, 
  Jump, & Tumble checks. 
   Effective Spell Level:  2nd. 
  Miasmic Cloud(CArc p134) 
  <Invocation, S, 1StdAct, Instantaneous> 
  – Creates a 20’ radius Spread by 20’ high area 
  of mist around the invoker, which grants 
  Concealment to everyone within it.  All 
  creatures (except the invoker) within the mist 
  become Fatigued (FortNeg, SR applies) until 
  1 round after they leave the area of effect.  
  Does not block Line-of-Sight.  
   The mist dissipates in 1 minute, or can be 
  dispersed immediately by a Moderate Wind 
  or the fire of a torch. 
   Effective Spell Level:  1st. 
  See the Unseen(CArc p135) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker gains Darkvision 60’ and can see 
  Invisible creatures & objects within his/her 
  range of vision. 
   Effective Spell Level:  2nd. 
  Spiderwalk(CArc p135) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker receives the following: 
  a)  able to travel along walls & ceilings like a 
  spider (20’ movement).  The invoker does 
  not loose his/her Dex bonus to AC while 
  climbing, nor do opponents gain a bonus 
  to attack the invoker; and 
  b) is unaffected by normal & magical webs. 
   Effective Spell Level:  2nd. 
  Summon Swarm(CArc p135)(PH p289)+ 
  <Invocation(sum), S, 1Round, Close-range, 
  Concentration, no save, no SR> 
  – Summons either a Swarm of Bats(MM p237), a 
  Swarm of Rats(MM p239), or a Swarm of 
  Spiders(MM p239).  The swarm attacks any 
  creatures that are within its area.  If there is 
  no creature to attack, the swarm moves to the 
  nearest creature.  The invoker has no control 
  over the swarm’s movement or target. 
   Effective Spell Level:  2nd. 
  Voice of Madness(DR332 p212) 
  <Invocation(comp)[mind], VS, 1StdAct, Close-range, 
  1rnd + 1rnd per 2 levels, WillNeg, SR applies> 
  – One target is Confused.  
   Note:  Followers of the Cult of the Dragon 
  Below cast this spell at +1 level. 
   Effective Spell Level:  2nd. 
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Warlock Invocation List – Lesser 
   
  Page 3  
  Lesser 
   
  Eldritch Essence 
  Beshadowed Blast(CArc p132) 
  <Invocation(eldritch essence)> 
  – Any creature struck by the invoker’s Eldritch 
  Blast also becomes Blind for 1 round 
  (FortNeg, SR applies). 
   Effective Spell Level:  4th. 
  Brimstone Blast(CArc p132) 
  <Invocation(eldritch essence)[fire]> 
  – The invoker’s Eldritch Blast does Fire damage 
  (instead of Untyped damage).  In addition, 
  any creature struck by the attack Catch Fire 
  (RefNeg).  Catching fire this way lasts for up 
  to 1 round per 5 Warlock levels and does 2d6 
  Fire damage each round.  Putting out the fire 
  early is a Full Round Action.   
   Being struck by multiple Brimstone Blasts does 
  not increase the burning damage per round, 
  but does reset its duration. 
   Effective Spell Level:  3rd. 
  Hellrime Blast(CArc p134) 
  <Invocation(eldritch essence)[cold]> 
  – The invoker’s Eldritch Blast does Cold 
  damage (instead of Untyped damage).  In 
  addition, any creature struck by the attack 
  receives a –4 penalty to Dexterity for 10 
  minutes (FortNeg).   
   Being struck by multiple Hellrime Blasts does 
  not increase the Dexterity penalty, but does 
  reset its duration. 
   Effective Spell Level:  3rd. 
  Blast Shape 
  Eldritch Chain(CArc p133) 
  <Invocation(blast shape)> 
  – If the Eldritch Blast hits its initial target, the 
  invoker may attempt to hit a secondary target 
  who is within 30’ of the initial target.  If the 
  blast hits again, the invoker may attempt to 
  “jump” to another secondary target, up to a 
  total of one secondary target per 5 levels. 
   Secondary targets take ½ damage.  No creature 
  may be struck more than once by the “chain”. 
   Effective Spell Level:  4th. 
  Other 
  Charm(CArc p132) 
  <Invocation(charm)[mind][language], VS, 1StdAct, 
  60’ range, Permanent(D), WillNeg, SR applies> 
  – One living creature considers the invoker its 
  ally.  Anything the invoker says or does will 
  be treated the same way as if a close friend 
  has done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets +5 on its save.  Any 
  threats from the invoker or his/her allies after 
  the spell is in effect breaks the charm. 
   The invoker may only have one target charmed 
  at a time.  Charming a new creature 
  automatically ends the effect on the prior 
  target. 
   Effective Spell Level:  4th. 
  Curse of Despair(CArc p132) 
  <Invocation, VS, 1StdAct, Touch, Permanent(D), 
  WillNeg, SR applies> 
  – Touched target is inflicted with one of the 
  following: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   If the target succeeds on his/her saving throw, 
  he/she still receives a –1 penalty on attack rolls 
  for 1 minute.  
   This invocation is not effected by Dispel Magic.  
  It can only be removed by Break Enchantment, 
  Limited Wish, Miracle, Remove Curse, or Wish. 
   Effective Spell Level:  4th. 
  The Dead Walk(CArc p132) 
  <Invocation[evil], S, 1StdAct, Touch, Instantaneous> 
  – Animates skeletons and/or zombies from one 
  or more touched corpses.  (2 * invoker level) 
  HD of Undead may be animated in one 
  casting & an invoker may only have 4HD/lvl 
  Undead under control (if exceeded, invoker 
  chooses which are “freed”).  Undead 
  controlled via Clerical “Rebuke / Control” 
  ability don’t count against this total. 
   The bodies animated by this invocation turn to 
  dust after 1 minute per invoker level, unless 
  the invoker uses 25gp per HD of black onyx 
  as a Material Component, in which case the 
  undead last until destroyed. 
   Effective Spell Level:  4th. 
  Fell Flight(CArc p134) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker gains a Fly speed equal to his/her 
  Land speed with Good maneuverability. 
   Effective Spell Level:  3rd. 
  Flee the Scene(CArc p134) 
  <Invocation[teleport], S, 1StdAct, Short-range, 
  Instantaneous + 1 round> 
  – Teleports the invoker anywhere within range 
  that can visualize or described by direction.  
  In the invoker’s place is an illusory figment 
  of the invoker that lasts for 1 round.  The 
  illusion looks, sounds, smells, & feels like the 
  invoker (as per Major Image) and reacts as 
  he/she would have. 
   The invoker may bring up to his/her maximum 
  carry load with this spell and one willing, 
  Medium-sized subject per three levels (or the 
  Creature Equivalent).  All subjects must be 
  touching, with the invoker touching at least 
  one subject. 
   If the target location is occupied, the invoker 
  (and anyone with him/her) take 1d6 damage 
  & are shunted in a random direction 100’.   
   The invoker cannot act again until the next 
  round. 
   Effective Spell Level:  4th. 
  Hungry Darkness(CArc p134) 
  <Invocation(sum)[darkness], S, 1StdAct, 0’ range, 
  Concentration+2rnds, no save, no SR> 
  – The 20’ radius around the invoker is filled 
  with shadowy illumination.  Each hex of the 
  area-of-effect contains a Swarm of Bats(MM 
  p237), which attack all creatures in the area 
  except for the invoker.  The bats stay in the 
  immobile darkness.  The effect ends 
  immediately if all the bats are killed. 
   Creatures in the darkness have Concealment 
  (20% miss chance).  Darkvision cannot see 
  through this spell.  
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
   Effective Spell Level:  3rd. 
  Stony Grasp(CArc p134) 
  <Invocation[earth], S, 1StdAct, Close-range, 1rnd/lvl, 
  no save, no SR> 
  – A Medium-sized arm of soil rises from the 
  targeted hex of earth, sand, or unworked 
  stone.  It attempts to Grapple any creature in 
  its hex or one that is adjacent.  If not directed 
  by the invoker, it attacks randomly. 
   The arm has a Strength of 14 + 1 per three 
  invoker levels.  The arm can make one 
  Grapple attempt per round and does generate 
  an Attack of Opportunity.  If successful, it 
  attempts to Pin the target, which does 
  (1d6+Strength modifier) hp of lethal damage 
  each round. 
   The arm has AC 18, Hardness 8, and 4 hp per 
  Invoker level. 
   Effective Spell Level:  3rd. 
  Voidsense(CArc p136) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker gains Blindsense 30’. 
   Effective Spell Level:  4th. 
  Voracious Dispelling(CArc p136)(PH p223)+ 
  <Invocation, S, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +10).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest invoker level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not affected. 
   The invoker does not need to make a Dispel 
  Check to end a spell he/she cast. 
   Each creature that has a spell effect dispelled 
  takes 1 hp per spell ended (no save). 
   Effective Spell Level:  4th. 
  Walk Unseen(CArc p136) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker becomes Invisible. 
   Effective Spell Level:  2nd. 
  Wall of Gloom(CArc p136) 
  <Invocation(shadow)[darkness][fear][mind], S, 
  1StdAct, Medium-range, Concentration + 1rnd/lvl, 
  Will½, SR applies> 
   – Creates a 20’ tall wall of ominous shadows 
  that is either up 40’ long -or- up to 15’ radius.  
   Creatures next to the wall have Concealment 
  from the other side, while creatures more than 
  1 hex way have Total Concealment from the 
  other side. 
   A creature with 6HD or less cannot through the 
  wall without making a Will save.  This save 
  can be reattempted for each Move Action the 
  creature wishes to use to get through the wall, 
  but there is a cumulative –1 penalty for each 
  failed save. 
   Effective Spell Level:  2nd. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Warlock Invocation List – Greater 
   
  Page 4  
  Greater 
   
  Eldritch Essence 
  Bewitching Blast(CArc p132) 
  <Invocation(eldritch essence)[mind]> 
  – Any creature struck by the invoker’s Eldritch 
  Blast also becomes Confused for 1 round 
  (WillNeg, SR applies). 
   Effective Spell Level:  4th. 
  Noxious Blast(CArc p135) 
  <Invocation(eldritch essence)> 
  – Any creature struck by the invoker’s Eldritch 
  Blast also becomes Nauseated for 1 round 
  (FortNeg, SR applies). 
   Effective Spell Level:  6th. 
  Repelling Blast(CArc p135) 
  <Invocation(eldritch essence)> 
  – Any creature up to Medium-size struck by the 
  invoker’s Eldritch Blast also away from the 
  invoker 1d6 hexes and falls Prone (RefNeg, 
  SR applies).  If the target strikes a solid 
  object, he/she stops, takes 1d6 damage per 
  10’ moved, & falls Prone.  
   Note:  the movement does not generate an 
  Attack of Opportunity. 
   Effective Spell Level:  6th. 
  Vitriolic Blast(CArc p135) 
  <Invocation(eldritch essence)[acid]> 
  – The invoker’s Eldritch Blast does Acid 
  damage (instead of Untyped damage) (no 
  save, no SR).  In addition, any creature struck 
  by the attack continues to take 2d6 Acid 
  damage for 1 round per 5 Warlock.   
   Effective Spell Level:  6th. 
  Blast Shape 
  Eldritch Cone(CArc p133) 
  <Invocation(blast shape), S, 1StdAct> 
  – All creatures in a 30’ Cone-shaped Burst take 
  Eldritch Blast damage& effects (Ref½,  
  SR applies). 
   Effective Spell Level:  5th. 
  Other 
  Chilling Tentacles(CArc p132)(PH p228)+ 
  <Invocation(creat)[cold], S, 1StdAct, Medium-range, 
  1rnd/lvl(D), no SR> 
  – A 20’ radius Spread is filled with 10’ 
  tentacles.  The tentacles attempt to Grapple 
  every creature within the area of effect.  Each 
  is considered Large-sized, has a Strength 19, 
  and has a Base Attack Bonus equal to its 
  invoker level (i.e., attack of +(8+lvl)).  
  Anyone grappled takes 1d6+4 lethal damage 
  each round. 
   All creatures within the area of effect take 2d6 
  Cold damage per round, even if not being 
  Grappled. 
   Even if not grappled, it is only possible to go 
  half movement through the area of effect. 
   The tentacles are immune to damage, but can 
  be dispelled. 
   Effective Spell Level:  5th. 
  Devour Magic(CArc p133) 
  <Invocation, S, 1StdAct, Touch, Instantaneous> 
  – Cancels magical spells and effects by touch on 
  a successful Dispel Check (max +20).  Each 
  ongoing spell effect on the touched target 
  gets a separate Dispel Check.  If successful, 
  the spell effect is ended (except for those 
  caused by magic items, which are only 
  suppressed for 1d4 rounds). 
   The invoker gains (Spell Level * 5) Temporary 
  HP for the highest level effect dispelled.  This 
  does not stack with other Temporary HP (i.e., 
  the invoker only keeps the highest). 
   Effective Spell Level:  6th. 
  Enervating Shadow(CArc p133) 
  <Invocation[darkness], S, 1StdAct, Personal, 5 rounds> 
  – The invoker gains Total Concealment when 
  not bright light (such as daylight or within the 
  area-of-effect of a [light] spell). 
   In addition, any creature adjacent to the invoker 
  receives a –4 penalty to Strength for 4 rounds 
  (FortNeg, SR applies).  A given creature may 
  only be affected by a given invoker’s 
  Enervating Shadow once per 24 hours. 
   This invocation is Countered or Dispelled by 
  any spell with the [light] category of equal or 
  higher level. 
   Effective Spell Level:  5th. 
  Tenacious Plague(CArc p135) 
  <Invocation(sum), S, 1Round, Long-range, 1min/lvl, 
  no save, no SR> 
  – Summons 1 Locust Swarm(PH p239) per three 
  levels (max 6 swarms).  The swarms must be 
  contiguous, but not overlapping.  Any 
  creature within a swarm is attacked.  The 
  swarms are immobile. 
   The invoker’s Charisma modifier is added to 
  the DC of each Locust Swarm’s distraction 
  ability –and– the swarm’s natural attacks are 
  treated as ‘magic’ for purposes of 
  overcoming Damage Reduction. 
   Effective Spell Level:  6th. 
  Wall of Perilous Fire(CArc p135) 
  <Invocation[fire], S, 1StdAct, Medium-range, 
  Concentrations + 1rnd/lvl, SR applies> 
  – Creates an opaque 20’ tall wall of violet fire 
  that is either 20’ long per level & straight –
  or– a ring 5’ radius per 2 levels.  Damage 
  caused by the wall is ½ Fire and ½ Untyped.  
  One side (invoker’s choice) causes 2d4 
  damage within 10’ and 1d4 damage between 
  10’ & 20’.  Going through the wall does 2d6 
  + 1/lvl (max +20) damage (2x to Undead). 
   If the wall is created on top of someone, the 
  target gets a Reflex save to jump to one side 
  (taking damage if the wrong side is chosen).  
   20hp of Cold damage in one round will 
  extinguish a 5’ length of wall. 
   Any creature brought to 0 hp by the wall has its 
  body to ash at the end of the following round 
  (though his/her equipment remains). 
   Effective Spell Level:  5th. 
  Warlock’s Call(CArc p136) 
  <Invocation, S, 10Minutes, no SR> 
  – Sends a message of 25 words or less to a 
  familiar subject anywhere, who may send 
  back a 25 word response immediately.  If the 
  subject is on another plane of existence, there 
  is a 5% chance of the message being lost. 
   If the target makes a Will save, he/she has the 
  option of not replying, but inflicting 1d10 hp 
  of damage upon the invoker instead. 
   Effective Spell Level:  5th. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Warlock Invocation List – Dark 
   
  Page 5  
  Dark 
   
  Eldritch Essence 
  Utterdark Blast(CArc p135) 
  <Invocation(eldritch essence)> 
  – Any non-Undead struck by the invoker’s 
  Eldritch Blast also gain two Negative Levels 
  for 1 hour (FortNeg, SR applies).   
   An Undead struck with an Utterdark Blast is 
  healed instead of damaged. 
   Effective Spell Level:  8th. 
  Blast Shape 
  Eldritch Doom(CArc p133) 
  <Invocation(blast shape)> 
  – All creatures designated by the invoker in a 
  20’ radius Burst round the invoker take the 
  Eldritch Blast damage & effects (Ref½,  
  SR applies). 
   Effective Spell Level:  8th. 
  Other 
  Dark Discorperation(CArc p132) 
  <Invocation, S, 1StdAct, Personal, 24hrs(D)> 
  – The invoker becomes a Swarm of Diminutive-
  sized shadows shaped like bats that take up 8 
  contiguous 5’ squares.  While in this form, 
  the invoker gains the following: 
  a) may only take Move Actions; 
  b) Strength score becomes 1; 
  c) +6 bonus to Dexterity; 
  d) all Armor & Natural Armor bonuses to AC 
  are suppressed; 
  e) receive a +4 Size bonus to AC; 
  f) receives a Deflection bonus to AC equal to 
  the invoker’s Charisma modifier; 
  g) Fly speed 40’ with Perfect 
  maneuverability; 
  h) able to pass through openings as a 
  Diminutive-sized creature could; 
  i) any creature in the invoker’s spaces at the 
  end of the invoker’s turn takes 4d6 
  damage, which is treated as ‘magic’ and 
  has the same alignment as the invoker; 
  j) any creature in the invoker’s spaces at the 
  beginning of the creature’s turn is 
  Nauseated for 1 round (FortNeg); 
  k) spellcasting within the invoker’s spaces 
  requires a Concentration check (DC = 20 + 
  spell level); 
  l) all of the invoker’s possessions are 
  absorbed into the swarm and have their 
  abilities suppressed; 
  m)not subjected to critical hits, flanking, 
  weapon damage, being tripped, grappled, 
  bull rushed, etc.  
  n) immune to spells & effect that target a 
  specific number of creatures (except for 
  min-affecting); 
  o) takes +50% damage from area-of-effect 
  spells; 
  p) not vulnerable to wind effects; & 
  q) if reduced to 0 hp or knocked unconscious, 
  Dark Discorperation ends and the invoker 
  ends up in one of the squares he/she 
  previously occupied. 
  Effective Spell Level:  8th. 
  Dark Foresight(CArc p133) 
  <Invocation, S, 1StdAct, Touch, 10min/lvl(D)> 
  – The invoker receives mental warnings about 
  what may harm the touched subject. 
   If the invoker placed the spell on himself, he 
  can never be surprised or flat-footed, knows 
  if he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the invoker gets the 
  warnings & can pass them on to the subject 
  telepathically if the two are within 100’, 
  otherwise verbally.  In this case, neither gets 
  the Insight bonuses. 
   Effective Spell Level:  9th. 
  Path of Shadow(CArc p135) 
  <Invocation(shadow), S, 1StdAct, Touch, 1hr/lvl(D)> 
  – The invoker and up to 1 touched subject per 
  level travel into the Plane of Shadows 
  (unwilling subjects receive a Will save to 
  negate).  Travel can be in two different ways: 
  a) Movement in the Plane of Shadows is 
  faster than in the Material Plane, so the 
  party can effectively travel 50 miles/hour.  
  When the desired destination is reached, 
  the party returns to the Material Plane. 
  b) The party can travel to a plane of existence 
  that borders the Plane of Shadows.  This 
  takes 1d4 hours. 
   In either case, the invoker regains hit-points each 
  hour as if he/she had rested for a full day. 
   Effective Spell Level:  6th. 
  Retributive Invisibility(CArc p135) 
  <Invocation(glamer)[sonic], S, 1StdAct, Personal, 
  1rnd/lvl(D)> 
  – The invoker is Invisible, even if he/she attacks. 
   If the invisibility is Dispelled, all creatures in a 
  20’ radius Burst around the invoker take 4d6 
  Sonic damage (Fort½) and are Stunned for 1 
  round (FortNeg). 
  Effective Spell Level:  6th. 
  Word of Changing(CArc p136) 
  <Invocation, VS, 1StdAct, Close-range, Permanent(D), 
  WillNeg, SR applies> 
  – The target is permanently transformed into a 
  1HD animal of up to Small size (such as a 
  dog, lizard, monkey, etc.).  If the invoker 
  attempts to transform the target into a form 
  that will be fatal (i.e., a fish on dry land), the 
  target receives a +4 bonus on its save. 
   If the target is transformed, he/she must make a 
  Will save to resist becoming the target animal 
  mentally too. 
   If the target is transformed, he/she receives a 
  new save 24 hours later to resume his/her 
  normal form (and mentality).  
  Effective Spell Level:  5th. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Glossary 
   
  Page 6 
  Glossary 
   
  Auras 
   
  Alignment Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Outsider 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Undead 
  HD 
  see below 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  other Creature 
  HD 
  see below 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
  Cleric, Paladin or 
  other religious class 
  Class 
  Level 
  see below 
  1st  
  2nd – 4th 
  5th – 10th 
  11th+ 
  Spell or Magic Items 
  with an alignment 
  Caster 
  Level 
  see below 
  up to 2nd 
  3rd – 8th 
  9th – 20th 
  21st + 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item.  The time it lasts depends on the strength 
  of the original aura.  The lingering aura itself is always a ‘Dim Aura’. 
  If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster 
  level of the caster, the caster is Stunned for one round & the detection spell ends. 
   
  Magic Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Magic. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Active Spell 
  Spell 
  Level 
  see below 
  up to 3rd 
  4th – 6th 
  7th – 9th 
  10th+ 
  Magic Item 
  Caster 
  Level 
  see below 
  up to 5th 
  6th – 11th 
  12th – 20th 
  21st+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item.  The time it lasts depends on the strength of the original aura.  The lingering 
  aura itself is always a ‘Dim Aura’. 
   
  Undead Aura(PH p220) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by the destruction of an Undead.  The time it lasts depends on the strength of the original aura.  The lingering aura itself is always 
  a ‘Dim Aura’. 
   
  Night Creature Aura(DR340 p49) 
  Use the following table to determine the strength of the aura seen by Detect Night Creature. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  n/a 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  Evil Outsider 
  HD 
  n/a 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Creature vulnerable 
  to / hindered by 
  Sunlight 
  HD 
  n/a 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
   
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Glossary 
   
  Page 7 
  Ranges 
   
  Close-range 
  – 25’ + 5’ per 2 levels. 
  Medium-range – 100’ + 10’ per level. 
  Long-range 
  – 400’ + 40’ per level. 
   
   
  Levels of Concealment 
   
  Concealment(PH p152) 
  20% miss chance. 
  Total Concealment(PH p152) 
  Must guess at the correct hex.  If the guess is 
  correct, then there is still a 50% miss chance. 
   
  Levels of Cover 
   
  Cover, Hard (such as walls) (PH p150) 
  +4 Cover bonus to AC & +2 Cover bonus to 
  Reflex saves for spell’s whose point of origin 
  is on the other side of the cover. 
  Not subject to Attacks of Opportunity through 
  the cover. 
  Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ 
  +4 Cover bonus to AC against Ranged Attacks. 
  Not subject to Attacks of Opportunity through 
  the cover 
  Full Cover (PH p150) 
  Can’t be targeted  
   
  Level of Exhaustion 
   
  Fatigued(PH p308) 
  Subject cannot move run or change and suffers a 
  –2 penalty of Strength & Dexterity.  Any 
  action that would cause ‘Fatigue’ instead 
  causes the subject to become Exhausted.   
  After 8 hours of complete rest, fatigue is 
  removed. 
  Exhausted(PH p308) 
  Subject can only move at ½ speed and suffers a 
  –6 penalty of Strength & Dexterity.   
  After one hour of complete rest, the subject 
  becomes Fatigued. 
   
   
  Areas of Effect – Shape  
   
  Cone(PH p175) 
  Effect starts at the caster and extends out to the 
  cone’s length in a quarter circle. 
  Line(PH p175) 
  A Line area-of-effect stretches from the caster to 
  the end of range.  All creatures & objects 
  within a hex touched by that line are targeted. 
   
   
  Levels of Fear 
   
  (in order of severity) Shaken, Frightened, Panicked, Cowering
  Shaken(PH p312) 
  Subject suffers a –2 penalty to 
  attacks, skill checks, ability 
  checks, & saving throws. 
  Frightened(PH p309) 
  Subject must flee from the source 
  of the fear.   
  If cornered, the subject can fight 
  with a –2 penalty to attacks, 
  skill checks, ability checks, & 
  saving throws.   
  Panicked(PH p311) 
  Subject drops anything in his/her 
  hands & flees from the source 
  of the fear.   
  If cornered, the subject must use 
  Total Defense.  All skill 
  checks, ability checks, & 
  saving throws have a –2 
  penalty.   
  Cowering(PH p306) 
  Subject is paralyzed with fear and 
  cannot take any actions. –2 
  penalty to AC & looses 
  Dexterity modifier to AC.   
   
   
  Types of Magic Item 
   
  Spell Completion 
  The spell generated by the item 
  must be on the user’s spell list.  
  To be used safely, the user’s 
  level must also be high enough 
  to cast the spell. 
  Provokes an Attack of Opportunity. 
  Example:  Scroll. 
  Spell Trigger 
  The spell generated by the item 
  must be on the user’s spell list.  
  There is no penalty if the user 
  is not high enough level to use 
  the spell. 
  Does not provoke an Attack of 
  Opportunity. 
  Example:  Wand, Staff.   
  Command Word 
  Anyone in possession of the item 
  who knows the command word 
  may use it. 
  Does not provoke an Attack of 
  Opportunity. 
  Example:  Many Wondrous Items, 
  such as a Carpet of Flying.   
  Use Activated 
  Anyone in possession of the item 
  can activate it with the proper 
  action (possibly simply wearing 
  it). 
  Whether activating the item 
  provokes an Attack of 
  Opportunity depends on the 
  action that activates it. 
  Example:  Potion.   
   
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Glossary 
   
  Page 8 
  Areas of Effect – Fill  
   
  Burst(PH p175) 
  Cannot go around corners or through Total 
  Cover.  The targets are determined when the 
  spell is cast only. 
  Emanation(PH p175) 
  Cannot go around corners or though Total 
  Cover.  Any creature that enters the 
  emanation during the spell’s duration is 
  effected. 
  Spread(PH p175) 
  Can go around corners, but not though Total 
  Cover. 
   
   
  Casting Times 
   
  Immediate Action(CArc p86) 
  A Swift Action that can be used 
  when it is not your turn.  It still 
  counts as your one Swift 
  Action of the coming turn. 
  You cannot use an Immediate 
  Action when Flat-Footed. 
  Example:  Feather Fall. 
  Swift Action(CArc p86) 
  You may execute one Swift 
  Action each turn during your 
  action.  It takes as much time as 
  a Free Action. 
  Example:  A spell with Feat: 
  Quicken Spell applied to it. 
  Standard Action(PH p138) 
  The default casting time for a 
  spell. 
  Full Round Action(PH p139) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
   
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH3.5 p72. 
  Avert Gaze (i.e., try to avoid eye contact) (MM p309) 
  Gain a 50% chance to avoid a gaze attack, but 
  grant your opponent Concealment (20% miss 
  chance). 
  Blind(PH p305) 
  Subject cannot see, has a 50% chance of missing 
  outright in combat (assuming the correct hex 
  was chosen), receives a –2 penalty on AC & 
  looses Dexterity modifier to AC, moves at ½ 
  speed, suffers a –4 penalty on most Strength 
  & Dexterity skills. 
  Calling Diagram(PH p249) 
  Created by making a Spellcraft roll vs. DC 20 
  and spending 10 minutes (it is possible to 
  ‘Take 10’, but not ‘Take 20’).  When a 
  Conj(call) spell is used with a Calling 
  Diagram & Dimensional Anchor, the called 
  creature cannot leave the diagram either by 
  magic or mundane means.  The captured 
  creature also cannot use any of its abilities, 
  attacks, or even Spell Resistance to escape. 
  The description of a Calling Diagram is 
  contained in the spell Magic Circle against 
  Evil. 
  Caster Check(PH p305) 
  Caster level + 1d20 vs. the indicated DC. 
  Catch Fire 
  Reflex save vs. DC 15 to avoid catching fire.  
  Each round, the subject & its equipment take 
  1d6 fire damage.  A new Reflex save vs. DC 
  15 is allowed each round to put the fire out.  
  +4 bonus for rolling on the ground or having 
  useful help.  The fire goes out automatically 
  if the subject is doused with water, jumps in a 
  lake, etc. 
  Cloud 
  5’ of cloud provides Concealment, while 10’ or 
  more provides Full Concealment. 
  Dispersed by a Moderate Wind (11-20 mph) in 
  four rounds or by a Strong Wing (21+ mph) 
  in one round. 
  Comatose(PH p228) 
  Target enters a catatonic coma & cannot be 
  awaken.  Elves & Half-Elves are vulnerable 
  to this effect. 
  Community Sizes(DMG p137) 
  Indicates the adult population.  Non-adult 
  population will be 10% – 40% more. 
  Thorp 
  20 – 80 
  Hamlet 
  81 – 400 
  Village 
  401 – 900 
  Small Town 
  901 – 2,000 
  Large Town 
  2,001 – 5,000 
  Small City 
  5,001 – 12,000 
  Large City 
  12,001 – 25,000 
  Metropolis 
  25,001 or more 
  Confused(PH p212) 
  Mental-effect causes the target acts randomly 
  each round that the spell is in effect: 
  01-10:  Attack the caster. 
  11-20:  Act normally. 
  21-50:  Do nothing. 
  51-70:  Run away from the caster at top speed 
  71-00:  Attack the nearest creature (ignoring 
  your familiar). 
  Cowering 
  See above  
  Creature Equivalent 
  Some spells express the amount of load that can 
  be carried and/or teleported as a number of 
  Medium-sized creatures. 
  a) the count does not include that caster; 
  b) each subject, including the caster, can 
  carry Maximum Load; 
  c) one Small-sized (or smaller) creature can 
  be substituted for one Medium-sized 
  creature; 
  d) larger creatures may be substituted 
  according to the following table 
  1 Large-size = 2 Medium-size 
  1 Huge-size = 4 Medium-size 
  1 Gargantuan-size = 8 Medium-size 
  1 Colossal-size = 16 Medium-size 
  Crippled 
  Effectively has 0 hp, & can’t partake in 
  strenuous activity. 
  Dazed(PH p307) 
  Subject can take no actions, but is able to defend 
  itself normally & has not AC penalty. 
  Dazzled(PH p307) 
  Sighted creatures receive a –1 penalty to attack 
  rolls, Spot checks, & Search checks. 
  <ability> Damage 
  Target looses an ability score which heals 
  normally. 
  <ability> Drain 
  Target looses an ability score which can only be 
  healed with magic. 
  Deafened(PH p307) 
  Subject cannot hear, suffers a –4 Initiative 
  penalty, can has a 20% chance of spell failure 
  if the spell has verbal components. 
  Defenseless(PH p257) 
  Helpless, plus always fail saving throws. 
  Dismissible (D)(PH p176) 
  Dismissing a spell requires the caster to be 
  within spell range & use a verbal component.  
  If the original spell did not have a verbal 
  component, a somatic component is used 
  instead.  Either act counts as a Standard 
  Action that does not generate an Attack of 
  Opportunity. 
  Concentration spells can be dismissed as a Free 
  Action on the caster’s action. 
  Dispel Check(PH p307) 
  1d20 + Caster Level (max +N) vs. DC 11 + 
  target spell’s caster level.  ‘N’ is determined 
  by spell. 
  Energy Type 
  Acid, Cold, Electricity, Fire, or Sonic. 
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
   
  Glossary 
   
  Page 9 
  Entangled(PH p308) 
  Subject receives a –2 penalty to attacks, a –4 
  penalty to effective Dexterity, & must make 
  Concentration checks to cast spells.  If the 
  entanglement is ‘anchored’, the subject 
  cannot move, otherwise the subject can only 
  move at ½ speed, but can’t run or charge.   
  To remove the entangle usually requires a 
  Strength or Escape Artist check whose DC is 
  designated by the effect. 
  Exhausted(PH p308) 
  See above. 
  Fascinated(PH p308) 
  Subject stays still & quiet as long as the effect 
  lasts.  During this time, it receives a –4 
  penalty on Listen & Spot checks. 
  If potentially threatened, the subject receives a 
  new saving throw.  Of obviously threatened, 
  the fascination ends. 
  An ally can “shake” a creature out of fascination 
  as a Standard Action. 
  Fast Healing N 
  Subject heals damage taken during the spell’s 
  duration at the rate of N hit points per round 
  & automatically Stabilizes.  This spell does 
  not heal starvation, thirst, or suffocation 
  damage.  Fast Healing effects do not stack. 
  Fatigued(PH p308) 
  See above. 
  Frightened 
  See above.   
  Held 
  Subject cannot move & is Helpless.  Subject can 
  still breath & think, though. 
  Helpless(PH p309) 
  Subject is immobile & extremely vulnerable.  
  Dexterity is considered 0, so the subject’s AC 
  is at –5.  Melee attacks are at an additional 
  +4.  The subject is vulnerable to sneak attacks 
  & coup de graces. 
  Hold Breath(DMG p304) 
  Most creatures can hold their breath freely for 2 
  times their Constitution score rounds.  Next, 
  the creature must make a Constitution check 
  (DC increases by +1 each round). 
  Upon failing this check, the target drops to 0 hp 
  and goes Unconscious.  On the next round, 
  the target’s hp drop to –1 and he/she  is 
  Dying.  On the 3rd round, the target is dead. 
  Incorporeal(PH p309) 
  The subject does not have a solid body & is 
  immune to non-magical attacks.  Magic 
  weapons & spells can effect them with a 50% 
  miss chance.  Force effects always effect an 
  incorporeal target.  When attacking, 
  incorporeal creatures ignore Natural Armor 
  bonuses & Armor bonuses (unless generated 
  by a Force effect, such as Mage Armor). 
  Insignia(RoD p166) 
  Focus for the spells Insignia of Alarm, Insignia 
  of Blessing, Insignia of Healing, & Insignia 
  of Warding.  Must have been crafted by the 
  spellcaster. 
  Emblem of an organization, such as a Guild, 
  Church, or Militia.  The insignia may be an 
  amulet, badge, ring, etc., but each insignia of 
  a set must have a matching logo, crest, or 
  symbol and be worth at least 10gp. 
  Invisible(PH p309) 
  Gain a +2 bonus on attack, and the target looses 
  its Dexterity modifier to AC.  An attacker 
  must guess at the correct hex of the invisible 
  creature.  If the guess is correct, then there is 
  still a 50% miss chance (i.e., Total 
  Concealment). 
  Magical Sensor 
  When using Clairvoyance/Clairaudience, 
  Scrying, or any other “Div(scry)” spell., the 
  spell creates a magical, Invisible spot that is 
  looked and/or listened through.  It cannot be 
  damaged, but can be Dispelled.  It also can be 
  located with See Invisible, Detect Magic, or 
  Detect Scrying. 
  Nauseated(PH p310) 
  Subject cannot attack, cast spells, concentrate, 
  or do anything other than a single move 
  action each round. 
  Negative Energy Damage 
  Harms the living (& the Deathless) and heals the 
  Undead. 
  Negative Level(PH p310) 
  The subject has the following penalties per 
  Negative Level:  –1 to all skill & ability 
  checks, –1 to all attack rolls, –1 to all saving 
  throws; –5 hit points, –1 effective level, 
  looses 1 spell from the highest level castable 
  that is still available for that day.   
  If a creature ever has a number of Negative 
  Levels equal or greater than his/her HD, then 
  the creature immediately dies. 
  For any Negative Level that is still in effect after 
  24 hours, the subject must make a Fortitude 
  save vs. the DC of the Negative Level (either 
  the spell’s DC or for a monster, 10 + ½ HD + 
  Charisma modifier).  If the subject fails, then 
  he/she loose an actual level permanently 
  (though it may be returned with Restoration 
  or Greater Restoration) and the Negative 
  level fades. 
  Non-Recoverable Level 
  Levels lost by Raise Dead or Resurrection 
  cannot be replaced by any means. 
  Object Equivalent(PH p300) 
  Some spells express the amount of inanimate 
  matter that can be effected as a number of 
  Small-sized objects.  Larger object may be 
  substituted according to the following table 
  1 Small-size = 2 Tiny-size 
  1 Medium-size = 2 Small-size 
  1 Large-size = 4 Small-size 
  1 Huge-size = 8 Small-size 
  1 Gargantuan-size = 16 Small-size 
  1 Colossal-size = 32 Small-size 
  Panicked(PH p311) 
  See above. 
  Primary Stat 
  For Artificers & Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living (& the Deathless) and damages 
  the Undead, who typically receives a Will 
  save for ½ damage. 
  Prone(PH p311) 
  The subject is lying on the ground. 
  Attackers gain a +4 bonus with melee attacks, 
  but receive a –4 penalty with ranged attacks. 
  The prone creature receives a –4 penalty on 
  melee attacks & cannot make most ranged 
  attacks. 
  Rubble, Dense(DMG p90) 
  TBD 
  Scent Ability(MM p314) 
  Subject can detect opponents by smell within 
  30’ (60’ downwind, 15’ upwind) & can track 
  by scent. 
  Shaken(PH p312) 
  See above. 
  Sickened(PH p228) 
  Target suffers a –2 penalty on attacks, damage, 
  saves, skill checks, & ability checks. 
  Slowed(PH p280) 
  Subject may only take one Standard or Move 
  Action each round; suffers a –1 penalty to 
  AC, melee attacks, melee damage, & Reflex 
  saves. 
  Staggered(PH p313) 
  Subject can only take one Standard Action or 
  one Move Action each round. 
  Stunned(PH p313) 
  Subject looses Dex bonus to AC, has a –2 
  penalty to AC, and cannot take actions. 
  Suspended Animation 
  Target is unconscious, does not need to eat, 
  drink, or break, and no longer ages. 
  Untyped Damage 
  Damage that is not Acid damage, Cold damage, 
  Electricity damage, Fire damage, Sonic 
  damage, Positive Energy damage, nor 
  Negative Energy damage.  This kind of 
  damage is not blocked by any type of 
  resistance. 
  Weakened 
  Target’s has a 2d6 penalty to Strength for the 
  indicated time. 
  Wind, Moderate (DMG p95) 
  11 – 20 mph 
  Wind, Strong (DMG p95) 
  21 – 30 mph 
  Wind, Severe (DMG p95) 
  31 – 50 mph 
  Temporary HP 
  These hit-points are removed first if the subject 
  is damaged.  They cannot be restored, even 
  by healing. 
  Vile Damage 
  HP lost due to Vile Damage can only be 
  regained by magical healing within a Hallow 
  or Consecrate spell. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Warlock Invocation Summaries  
  May 17, 2006 
   
  Appendix 
   
  Page 10 
  Appendix 
   
  Revision History 
   
  October 1, 2003 
  – Creation of the new D&D 3.5 Spell Index. 
   
   
  Contains Player’s Handbook 3.5. 
  March 12, 2004 
  – Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  August 12, 2004 
  – Added Dragon #314. 
   
   
  Added Player’s Guide to Faerûn. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Dragon #325. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
  September 7, 2005 
  – Added Races of Eberron. 
   
   
  Added Complete Adventurer. 
   
   
  Added Dragon #330 – #335. 
  December 9, 2005 
  – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark 
   
   
  Added Dragon #336 – #338. 
   
   
  Made a seperate Assassin Spell List. 
  May 17, 2006 
  – Made a separate Warlock Invocation List. 
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
  ExpHb 
  – 
  Explorer’s Handbook 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Invocations-Warlock.pdf