- Channel Acid
- Channel Cold
- Channel Confusion
- Channel Darkness
- Channel Evil
- Channel Fear
- Channel Fire
- Channel Nausea
- Channel Power
- Channel Sickness
- Essence Blast
- Essence Breath
- Essence Chain
- Essence Spear
- Essence Weapon
- Invoke Darkness
- Invoke Despair
- Invoke Entropy
- Invoke Friendship
- Invoke Gloom
- Invoke Plague
- Invoke the Banshee
- Invoke the Beguiler
- Invoke the Blind One
- Invoke the Coward
- Invoke the Dark One
- Invoke the Dead
- Invoke the Devourer
- Invoke the Dwarven Lords
- Invoke the Earth
- Invoke the Fey Court
- Invoke the Fog
- Invoke the Hungering Void
- Invoke the Kraken
- Invoke the Living Shadow
- Invoke the Lords of Air
- Invoke the Lords of Flame
- Invoke the Lords of Shadow
- Invoke the Lords of Stone
- Invoke the Lords of the Unseen
- Invoke the Magic Eater
- Invoke the Messenger
- Invoke the Monkey King
- Invoke the Mystic
- Invoke the Spider Queen
- Invoke the Swarm
- Invoke the Third Eye
- Invoke the Unseen
- Invoke the Vampire Lord
- Invoke Water
As long as a creature with invocations has an unspent spell slot of an invocation’s spell level or higher, it gains the benefits of the invocation.
Some invocations have a variable effect. A creature with invocations sets the minimum spell level and chooses any other options related to those invocations when she prepare spells. For example, an invoker can choose to invoke the dark one with a minimum 4th-level spell slot, applying the +8 luck bonus to her Fortitude saves until the next time she prepares spells. Once she has cast all of her 4th-level and higher spells for the day, the invoker no longer gain the benefits of that invocation.
If a creature possesses multiple invocations with the same minimum spell level, it chooses which of those invocations to stop using as she runs out of spell slots. For example, if the invoker above can channel darkness and invoke the banshee, but only has one 3rd-level or higher spell slot available, she must choose which of those invocations she can no longer use until she regain her spell slots.
Unless specified otherwise, a creature with invocations can only ever have one of each invocation active at a time, and it can only ever have one invocation that creates or summons a creature active at a time.
How to Gain Access to Invocations
Invokers are the main class that gains access to invocations. In addition, clerics with the eldritch acolyte archetype, paladins with the eldritch champion archetype, and sorcerers with the eldritch initiate archetype gain invocations in exchange for some of their other class features.
Channel Fear: Energy blast target is shaken.
Channel Sickness: Energy blast target is sickened.
Essence Spear: Energy blast out to 120 feet.
Essence Weapon: Energy blast through weapon.
Invoke the Beguiler: Improves Bluff, Diplomacy, and Intimidate.
Invoke the Dark One: Gain luck on one type of saves.
Invoke the Dwarven Lords: See in magical darkness.
Invoke the Monkey King: Improves Acrobatics, Athletics, and Swim.
Channel Cold: Energy blast deals cold damage.
Channel Darkness: Energy blast target is blinded.
Channel Fire: Energy blast deals fire damage.
Invoke Darkness: Create darkness.
Invoke the Banshee: Shatter objects with a single word.
Invoke the Blind One: Gain blindsense out to 30 feet.
Invoke the Earth: Capture enemies in the earth.
Invoke the Fog: Create a fog cloud.
Invoke the Spider Queen: Gain spiderclimb.
Invoke the Swarm: Summon a swarm.
Invoke the Third Eye: Gain see invisibility.
Invoke Despair: Bestow a curse.
Invoke Friendship: Target becomes your friend.
Invoke Gloom: Create a wall of gloom.
Invoke the Coward: Dimension door, leaving behind an image.
Invoke the Dead: Animate dead.
Invoke the Hungering Void: Create shadows filled with bats.
Invoke the Kraken: Create black tentacles.
Invoke the Lords of Flame: Create a wall of fire.
Invoke the Lords of Stone: Reshape stone.
Channel Acid: Energy blast deals acid damage.
Channel Confusion: Energy blast target is confused.
Channel Nausea: Energy blast target is nauseated.
Channel Power: Energy blast target is knocked back.
Essence Breath: Energy blast in a cone.
Invoke Plague: Create an insect plague.
Invoke the Living Shadow: Gain total concealment in shadows.
Invoke the Messenger: Communicate with sending.
Invoke Water: Create concealing fog that fatigues.
Channel Evil: Energy blast target is enervated.
Essence Blast: Energy blast in an area.
Invoke the Fey Court: Transform an unwilling creature.
Invoke the Lords of the Unseen: Become invisible. Damage if dispelled.
Invoke the Vampire Lord: Become a swarm of shadows.
Invoke the Mystic: Gain foresight.
Latest Products from this Publisher at OpenGamingStore.com!Mystical: Kingdom of Monsters Anniversary Edition
Vendor: Samurai Sheepdog
A world of great heroes and villainous thieves...
A world of mad kings and young adventurers...
A world of monsters.
In Mystical: Kingdom of Monsters, you can play as a monster trainer or one of 6 archetypes for that class. Utilizing your unique talents, you and your party will travel through a realm known only as The Kingdom in search of monsters to capture and raise. Along the way, you'll find over 154 monsters; some new and some Pathfinder favorites.
By capturing monsters, you gain access to new spells that you can use to either battle other trainers in the arenas that exist throughout the Kingdom or combat evils in your own or another campaign world. As you master the spells those monsters grant you, you can capture even stronger monsters and learn different spells on your journey to become one of the greatest trainers there is.
In addition, there are several new feats for the dedicated monster trainer as well as those that will help you to incorporate a little bit of monster training into other classes such as the druid, the summoner, or even the wizard. Any class that gains a companion in some form or another can learn something from monster training.
New spells and magic items accompany would-be trainers on their quests, descriptions of the regions in and around the Kingdom (including where to capture certain monsters) can be found as well!
As of 2019, Mystical: Kingdom of Monsters is 5 years' old. Along with becoming an official part of Samurai Sheepdog, we have also learned a lot in that time, both in layout and design. Now, we bring all of that to you. In the anniversary edition, you'll find:
Vendor: Samurai Sheepdog
Tap into something new with our most recent collection of character options for the Pathfinder Roleplaying Game.
Haven’t found it yet? We’ll add it!
The Book of Many Things Volume 3 is the latest endeavor to build fan requests from around the world. Inside is a compilation of races, classes, archetypes, and more gathered from across different realities and made playable. Teleport into battle as a drow-born tiefling, explore the big-folk’s cities as a mouseling, or study the world as a turtle-folk. You could even become a dragon speaker or a blood stalker!
So sample a new way to represent your alignment, learn to exist as a ghostly wraithling, and fight for your place in the new world as The Book of Many Things ventures through the Realms of magic.
The Book of Many Things is a series of regularly updated resources, with new content being added over time. If you have something you’d like to request, just reach out to us (details inside) and we’ll work with you to try and include it. You’ll even receive a thank you in the credits.
Vendor: Samurai Sheepdog
The world has changed. Reality as you know it is gone, as are many of those you’ve come to know and appreciate over the years. But not all of them.
The Faithful Few explores four classes from our original Pathfinder® Roleplaying Game content as they exist in Pathfinder Second Edition.
The convoker creates and modifies a physical form through which the avatar of his god can affect change on the material plane.
The dragon speaker hails from a realm of dragons, where her flight grants her power in exchange for her devotion.
The midnight legate follows the tenets of order when hunting dangerous magic users, but brings with him a sense of justice not everybody can agree with.
The warlock draws occult strength and power from the patron with whom she has signed a life-changing pact.
With your help, these classes can once again fill the world, honoring those lost along the way. They are the Faithful Few.
Vendor: Samurai Sheepdog
Revisit the works of Mystic Eye Games with Samurai Sheepdog as we bring back popular game options from the past like the Nightmares & Dreams Creature Collection!
Want to face off against some of the most dangerous creatures on Gothos? This product spends 72 pages detailing threats and allies from the Waking Dream! Even better, most of the monsters are still useful with some modification in any d20 game.
Want to fill out your collection of Mystic Eye options? Look no further. Nightmares & Dreams II is only one of many books returning to PDF; unchanged beyond updating our logos and website.
Want to see one of these great books updated for Pathfinder or 5th Edition D&D? Let us know and we'll put our attention on the most popular first.
About the Book
Nightmares and Dreams II is a d20 System core book for The Hunt; Rise of Evil campaign setting that presents a menagerie of creatures that demonstrate the power that our dreams and nightmares might have on other realms. Although, the material presented here relates to The Hunt: Rise of Evil, it can easily be adapted to any d20 campaign.
Each entry has an original vignette that helps to explain the origin of the creature and also serves to set the mood for adventures based around these monsters.
You will also find additions to these entries in the form of adventure hooks, strange items, spells, and more.
Vendor: Samurai Sheepdog
Were you late or unaware of our 2018 campaign for the Book of Many Things? Now's your last chance to join us before we lock away the exclusive content made available for it.
Inside this special volume, you will find a new selection of several races, classes, archetypes, and other options for players and GMs alike. The atlanteans, a race whose legacy of technology and intellect shunted them from their reality, seek to understand the myriad other races of the shattered worlds. To that end, they have recruited several like-minded allies, and not a few enemies in the Collective and the world soul races of Volwryn.
Classes like the aeon protect their allies with guardian constructs summoned through their emotions. Cruxes are dual-wielding veil shapers who channel power through their weapons and use it to generate stronger attacks. Dreamwalkers, meanwhile use their special realm for training and meditation.
When the Mejno Shift brings the war with Atlantis to your world, how will you handle it?
The Book of Many Things © 2018 Samurai Sheepdog; author Kevin Glusing