Fiendmarked (3.5e Invocation)

With a touch attack you fill the target creatures with foul spirits from beyond (typically fiends). The target gets a Will save to negate. On a failed save they are host to a fiendish spirit, and take penalties as per bestow curse. However it is more difficult to remove, as it is not a curse but possession. break enchantment, limited wish, or stronger effects is required to remove the possession and in the process frees the fiend (see below).

While possessed, the fiend actively works against its host, and may change the effect of its bestow curse once each round. In addition it can affect the world around it instead of altering its curse. It has the effect of telekinesis at an effective caster level of half the warlock's caster level, and uses the warlock's Charisma modifier for DC and other effects. It can also choose to alter the environment in a 20 foot radius a bit, as if a stronger form of prestidigitation. It can cause walls to bleed, demonic voices to be heard, insects to appear, and other effects though none may have any stronger effect than a -1 penalty on attack rolls, saving throws, ability checks, or skill checks. The DC for all of these effects is the same as the DC for this invocation.

The warlock can choose to make any fiendmarked creature suffer as a standard action, dealing 1d4 points of ability damage to one ability of their choice, with a Fortitude save to halve. Unlike most ability damage this can never bring the victim below 1 point of ability score. This has unlimited range.

The warlock always succeeds on scrying attempts against a fiendmarked creature.

The warlock can also choose to have the fiend escape from any fiendmarked creature he has as a standard action. The victim is no longer cursed, but the fiend appears in the nearest free space and may be any evil outsider with a CR equal to the warlock's caster level -4. It otherwise acts like a summon monster spell and lasts 1 round/level before vanishing. The fiend also escapes if break enchantment is used successfully to remove it (but not limited wish or higher). Protection from evil can suppress the penalties of being fiendmarked, though not cure any ability damage they may have taken.