Absorb Soul
Dark; 9th
As soul bind, except as noted here. The subject is not allowed a saving throw. You store the soul within your body instead of a gem. Your body can hold an unlimited number of hit dice of souls, as well as any number of individual souls. Killing you frees the soul, just as destroying the gem normally used would. You can transfer a soul stored in your body to another appropriately-prepared storage vessel as a standard action. You can even choose to simply release a stored soul, freeing it just as if its storage vessel had been destroyed.
Blood Slick
Least; 1st
As grease, except as noted here. Instead of slippery grease, you create unnaturally slick and viscous blood. The duration is 1 minute, but casting blood slick again immediately ends and previous casting.
Caustic Blood
Greater; 6th
Your blood becomes a potent acid that does not harm you, but spatters on any creature that deals damage to you with a natural weapon or a non-reach melee weapon, dealing a number of points of acid damage equal to your caster level. Spell resistance does not help against the acid. Your blood remains so altered for 24 hours.
Cheat Death
Dark; 8th
As death pact, except as noted here. You can only cast this invocation on yourself. Your constitution is not lowered. As part of casting, you must ritualistically sacrifice one or more humanoids. The invocation fails to raise you if your level is greater than the combined hit dice of the humanoids sacrificed. This is checked at the time you are to be resurrected, not when the invocation is cast. Instead of being resurrected at your current location, you can choose to be resurrected at another location. This location must be on the same plane you died on, you must be familiar with it, and it cannot be a magically warded area unless the wards been set to allow you passage. All your equipment remains at the location where you died, but you may be able to retrieve it later.
Contact Far Realm
Dark; 5th
As contact other plane, except as noted here. You always contact a powerful being of the Far Realm instead of the normal options. Treat this as contacting a greater deity for determining the accuracy of the answer. You don't suffer any risk of a decrease in intelligence or charisma, however you take 1d4 points of wisdom damage each time you receive an answer, because contact with such an alien consciousness erodes your sanity.
Deaden Nerves
?
You render yourself completely numb to pain. This has a variety of effects. You can continue to act normally even when disabled or dying. You cannot be rendered staggered or unconscious by nonlethal damage, however it continues to accrue and you suffer the full affect when deaden nerves ends. You cannot be stunned, sickened, or nauseated. You are immune to any effect that functions by causing pain. You do not need to make concentration checks as a result of taking damage. Since you lack feeling in your fingers, you take a -5 penalty on all checks that require fine motor control. These effects last 24 hours.
Deception Within Deception
Greater; 5th
For the next 24 hours, magic utterly fails to reveal your thoughts and motivations. Whenever a spell is cast that would reveal your alignment, it instead reveals an alignment of your choosing. You gain immunity to any effect that would compel you to tell the truth. Magical effects that can reveal falsehoods don't function on your statements, instead returning whichever result you wish. You gain immunity to any effect that would read your thoughts, and you can project whatever false surface thoughts you wish.
Defile Wounds
Greater; 5th
For the next 24 hours, all damage you deal with weapons is vile damage. Vile damage can't be healed naturally, even by such abilities as fast healing and regeneration. Even healing magic is effective only within the area of a consecrate or hallow spell.
Elongate Skeleton
Lesser; 4th
Your body stretches to become impossibly tall and thin. You size category remains unchanged, but your land speed increased by +10 feet, and your natural reach improves by +5 feet. The extra reach is doubled by a reach weapon, as normal. These changes last for 24 hours.
Mantle of Pure Spite
Dark; 8th
As the mantle of pure spite spell (see Heroes of Horror, page 130), except the duration is 24 hours.
Measured Insanity
Greater; 6th
You twist your mind enough to be incomprehensible to others, but not so much as to render yourself illogical. You gain immunity to all mind-affecting effect. Further, any creature that attempts direct contact with your mind takes 1d4 points of wisdom damage. However, you judgment is somewhat impaired. You take a -4 penalty to wisdom. These effects last for 24 hours.
Otherworldly Whispers
Greater; ?
Entities of unknown power and allegiance whisper constantly into your mind. This sussurrous imposes a -5 penalty on listen checks. The voices urge you to various actions, but each voice seems to have its own agenda, and the advice given is typically contradictory. All the voices, however, seek to keep you alive, so they can continue to influence the world through your actions. The insights and predictions offered when you are in danger give you an insight bonus on initiative checks, attack rolls, armor class, and reflex saves equal to your charisma bonus. This invocation lasts for 24 hours.
Pierce the Veil
Dark; 7th
For the next 24 hours, your vision is enhanced as if by both greater arcane sight and true seeing. So heightened are your perceptions, that you even catch glimpses of things straining at the edges of reality. These entities exist in space with geometries vastly different from our own, and what you can see of them is nonsensical and disturbing. You take a -5 penalty on all spot checks while this invocation lasts.
Undulant Innards
Lesser; 3rd
As the undulant innards spell (see Lords of Madness, page 213), except as noted here. You can only target yourself, and the duration is 24 hours.
Wracking Blade
Greater; 5th; Channeled
This channeled invocation is used as part of another standard or full-round action. Each creature struck by a weapon as part of that action is effected as if targeted by the wrack spell (see Spell Compendium, page 243), except that even non-humanoids are affected. Each target is still allowed a fortitude save, as normal, so constructs and undead remain immune. Only one channeled invocation can be used as part of any given action.