These are some warlock invocations I made up, please give me your honest opinion, and post any invocations you may have made, or found online.
Brimstone Hail (Blast Shape, Lesser 3rd):
Your Eldritch Blast is manifested as a rain of blazing sulfuric bolts. Designate a circular area within 60 ft. from you with a radius equal to 10 ft. per 5 warlock levels, rounded down. Also designate up to 1/2 your warlock's level in targets within this area to be struck by this attack. You make a ranged touch attack against all of the selected targets, which, if successful, deals damage equal to your Eldritch Blast damage, minus 2 die. The following round, if any of the selected creatures remain within the area, they are hit with a second barrage which deals 1/2 of the initial amount of die in damage, minimum 1 die.
Sinister Salvo (Blast shape, Lesser 3rd):
The warlock's Eldritch Blast is manifested as several brilliant projectiles shooting from your hand and arcing high overhead onto your enemies. Designate an amount of creatures to divide your eldritch blast in between. There must be at least 1d6 damage per target, all targets must be within 80 ft, and no farther than 15 feet from another target. This attack ignores forward cover, but not overhead cover, or concealment. Each bolt is resolved as a ranged touch-attack.
Eldritch Missile (Blast Shape, Least 2nd): Your Eldritch Blast becomes an Eldritch Missile, homing in on your target, eliminating AC bonuses due to anything less than total cover, and ignoring anything less than total concealment. However, the damage die for your blast are reduced to d4s, and the attack still requires a ranged touch attack roll to hit.
Ebon Lightning (Blast Essence, Lesser 4th): This invocation turns your Eldritch Blast into a bolt of Stygian electricity that cracks loudly as it lurches from your fingertips across the field toward your target. The damage dice are changed to d20s. However, your die amount is reduced to 1d20/5 levels of warlock, rounded down. Also, there is a 20% chance the struck creature will drop 1 of its held items. The damage is not electrical, but if the targeted creature is immune to electricity, it is also immune to the disarming effect.
Amaranthine Pyre (Eldritch Essence, Lesser 4th ): This invocation turns your Eldritch Blast into a jet of violet flame. Your damage dice are reduced to d4s. However, your die amount increases by 1/4 levels of warlock, rounded down. Also, for the following 1d4 rounds, the target takes 1d4 damage per 4 levels in warlock, rounded down, unless this fire is put out. This is not fire damage, but creatures who are immune to fire damage are not subject to be lit afire.
Azure Vein (Eldritch Essence, Lesser 4th):
This invocation changes your Eldritch Blast to resemble a quickly spreading path of thick, cobalt ice. Your damage die are changed to d10s, and your die amount is reduced to 1/4 levels of warlock, rounded down. If your Eldritch Blast hits a target, they are also entangled and must make a Strength or Escape Artist check equal 14 + Cha modifier + 1/2 your warlock level to be freed. This is not cold damage, but creatures immune to cold damage are not subject to the entangling effect.
Delayed Blast (Blast Shape, Greater 6th): This allows you to take a full-round action to imbue a 5-foot square, or a tiny or a diminutive object you hold with the power of your Eldritch Blast. When a creature (not you) steps into the square or attempts to use the imbued item, they trigger your Eldritch Blast to explode, dealing damage equal to your Eldritch Blast damage to them and anyone in contiguous squares. You may also throw the imbued item as a grenade-like weapon that detonates on impact. Anyone damaged in this fashion can attempt a reflex saving throw for half damage. You may only imbue as many collective areas and items up to 1 + Cha modifier.
Primeval Barrier (Least, 2nd): You may summon up to your Cha modifiers worth of crystalline barriers within line of sight from your current position which break through the ground, and cover one entire side of a 5 foot square. This barrier gives you low cover (+4 AC), and has 3 hit points per inch of thickness. Each barrier has 1 inch of thickness per caster level. Once a barrier is broken, it cannot be summoned in the same place for 24 hours.
Unholy Speed (Least, 1st):
You gain an increase to your base speed equal to 5 ft/5 levels of warlock, rounded down.
Vatic Spirit (Blast Shape, Lesser 4th):
Your Eldritch Blast is manifested as a Vatic Spirit. As long as you maintain Concentration every round up to a maximum number of rounds equal
to 1/2 your warlock levels, rounded down, you may control this blast, moving at 20ft per round and taking no more than one 90 turn per 4 warlock levels. You have darkvision out to 10ft from the spirit, and may choose to remotely trigger the spirit to explode, damaging everyone within a 15 by 15 ft. square centered on the spirit. Targets caught within this blast are offered a reflex save to receive half damage.
Abyssal Geyser (Blast Shape, Lesser 4th):
Your Eldritch Blast takes the form of an abyssal geyser. This is a line within 60 ft from you, but not necessarily starting at your position. This line is 10 ft per 4 warlock levels, rounded down and deals damage equal to your Eldritch Blast damage. The target(s) of the attack are offered a reflex save for half damage, and if they damaged by the geyser, they must succeed another reflex save DC equal 10 + your warlock level + your charisma modifier, or are knocked prone.
Sapping Roots (Lesser 3rd):
You summon a field of vile, sinewy roots to entangle and sap life from your foes. You designate a square area starting within 30 ft. from you equal to 5ft per 2 caster levels per side, rounded down. Within this area, you determine a number of targets equal to your Cha modifier to have the roots attempt to grapple. Each root has a grapple bonus equaling 1/2 your warlock level, rounded down + your Cha modifier. If any root is successful in grappling it's foe, and does not have it's grapple broken by your next round, it does 1d6 damage to its foe. You receive an amount of hit points equal to the damage dealt, not exceeding your natural hit point total. Every round, on the captured foe's turn, the target may attempt an opposed grapple check to break free from the roots. You may not use this invocation unless there are currently no other Sapping Roots in play.
Putrefaction (Greater 6th):
You cause a corpse within 10 ft. per 2 caster levels from you to rapidly decompose, and subsequently release a cloud of putrid stink. The cloud covers a circular area with a radius of 10 ft. centered on the corpse. Anyone caught within this cloud must make a Fortitude save DC 16 + your charisma modifier or be nauseated for 1d4 rounds.
Magus Aegis (Blast Shape, Lesser 3rd):
The power of your Eldritch Blast is focused into a form resembling a tower shield. In this form, you cannot use your Eldritch blast to attack foes, it cannot be modified by other invocations, and while it is in use, other invocations cannot be used. This shield gives you +1 AC per damage die of your Eldritch Blast, and full cover against those directly in front of you. The shield has a hardness equal to your DR granted by the warlock class, and hit points equal to 10 per caster level. If the shield is broken by an attack of a foe, there ensues a small explosion that deals you 1/2 the damage of your Eldritch Blast, and you may not manifest the shield again for 1d4 rounds. Dismissing the shield is a move-equivalent action. You may only move 10 ft. while the shield is active.
Brimstone Hail (Blast Shape, Lesser 3rd):

Sinister Salvo (Blast shape, Lesser 3rd):

Eldritch Missile (Blast Shape, Least 2nd): Your Eldritch Blast becomes an Eldritch Missile, homing in on your target, eliminating AC bonuses due to anything less than total cover, and ignoring anything less than total concealment. However, the damage die for your blast are reduced to d4s, and the attack still requires a ranged touch attack roll to hit.
Ebon Lightning (Blast Essence, Lesser 4th): This invocation turns your Eldritch Blast into a bolt of Stygian electricity that cracks loudly as it lurches from your fingertips across the field toward your target. The damage dice are changed to d20s. However, your die amount is reduced to 1d20/5 levels of warlock, rounded down. Also, there is a 20% chance the struck creature will drop 1 of its held items. The damage is not electrical, but if the targeted creature is immune to electricity, it is also immune to the disarming effect.
Amaranthine Pyre (Eldritch Essence, Lesser 4th ): This invocation turns your Eldritch Blast into a jet of violet flame. Your damage dice are reduced to d4s. However, your die amount increases by 1/4 levels of warlock, rounded down. Also, for the following 1d4 rounds, the target takes 1d4 damage per 4 levels in warlock, rounded down, unless this fire is put out. This is not fire damage, but creatures who are immune to fire damage are not subject to be lit afire.
Azure Vein (Eldritch Essence, Lesser 4th):

Delayed Blast (Blast Shape, Greater 6th): This allows you to take a full-round action to imbue a 5-foot square, or a tiny or a diminutive object you hold with the power of your Eldritch Blast. When a creature (not you) steps into the square or attempts to use the imbued item, they trigger your Eldritch Blast to explode, dealing damage equal to your Eldritch Blast damage to them and anyone in contiguous squares. You may also throw the imbued item as a grenade-like weapon that detonates on impact. Anyone damaged in this fashion can attempt a reflex saving throw for half damage. You may only imbue as many collective areas and items up to 1 + Cha modifier.
Primeval Barrier (Least, 2nd): You may summon up to your Cha modifiers worth of crystalline barriers within line of sight from your current position which break through the ground, and cover one entire side of a 5 foot square. This barrier gives you low cover (+4 AC), and has 3 hit points per inch of thickness. Each barrier has 1 inch of thickness per caster level. Once a barrier is broken, it cannot be summoned in the same place for 24 hours.
Unholy Speed (Least, 1st):

Vatic Spirit (Blast Shape, Lesser 4th):


Abyssal Geyser (Blast Shape, Lesser 4th):

Sapping Roots (Lesser 3rd):

Putrefaction (Greater 6th):

Magus Aegis (Blast Shape, Lesser 3rd):
