Skills: Concentration, Craft, Decipher Script, Gather Information, Knowledge(Arcana, Religion), Listen, Spot, Spellcraft, Use Magic Device
4 + INT per level
Armor Proficiency: Light armors
Weapon Proficiency: Simple Weapons
Level |
Base Attack |
Fortitude |
Reflex |
Will |
Special Abilities |
| 1 | +0 | +0 | +0 | +2 | Vestments of the Desolate, Spellblood |
| 2 | +1 | +0 | +0 | +3 | |
| 3 | +1 | +1 | +1 | +3 | |
| 4 | +2 | +1 | +1 | +4 | |
| 5 | +2 | +1 | +1 | +4 | Vestments of the Desolate |
| 6 | +3 | +2 | +2 | +5 | |
| 7 | +3 | +2 | +2 | +5 | Improved Spellblood |
| 8 | +4 | +2 | +2 | +6 | |
| 9 | +4 | +3 | +3 | +6 | |
| 10 | +5 | +3 | +3 | +7 | Vestments of the Desolate |
| 11 | +5 | +3 | +3 | +7 | |
| 12 | +6/+1 | +4 | +4 | +8 | |
| 13 | +6/+1 | +4 | +4 | +8 | Greater Spellblood |
| 14 | +7/+2 | +4 | +4 | +9 | |
| 15 | +7/+2 | +5 | +5 | +9 | Vestments of the Desolate |
| 16 | +8/+3 | +5 | +5 | +10 | |
| 17 | +8/+3 | +5 | +5 | +10 | |
| 18 | +9/+4 | +6 | +6 | +11 | |
| 19 | +9/+4 | +6 | +6 | +11 | |
| 20 | +10/+5 | +6 | +6 | +12 | Vestments of the Desolate |
A Magus of Desolation can know any number of spells but they must choose and prepare her spells ahead of time by spending at least 1 hour in meditation. While meditating, the Magus of Desolation decides which spells to prepare. A Magus of Desolation can only learn spells from the following schools of magic:
If it is destroyed, a Magus of Desolation must spend 24 hours to recreate one piece of their Vestment. If the player changes alignment to good they lose all benefits to the equipment. If anyone else tries to wear a Magus of Desolation's Vestment, it will bestow one negative level on any creature attempting to use it. The negative level remains as long as it is in hand and disappears when the Vestment is no longer held. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the Vestment is held.
At Level 8, you can make a Spellcraft roll to retain the use of a spell after you cast it. The Spellcraft DC is 15 + twice the spell’s level. If you succeed, you managed to conserve enough magical energy, from this and other spells you have cast, that the spell is not considered spent and may be used again. You may use this ability up to 3 times per day. If you are in the possession of the Gloves, this effect can be applied to spells you sacrifice while using the Spellblood ability
Wretched Relinquishing - As a Swift action, you may sacrifice a prepared spell to have have your next damage dealing spell grant a -2 profane penalty to all rolls to that target for 1 min unless they succeed a fortitude save. If you are capable of casting 5th level spells or higher, you bestow a negative LV instead. If you are in the possession of the Gloves, you bestow an additional -2 penalty to all rolls
At Level 12 you gain the ability, Fast healing 1; It increases by 1 for each Vestment you possess
Wretched Guard- As a Swift action, you may sacrifice a prepared spell to gain a deflection bonus to AC equal to its spell LV for 3 rounds(does not stack). You may also add your Int modifier to your AC if you are in the possession of the Hat
LV 7-Spells you cast deal extra damage equal to its spell lv
Wretched Might- As a Swift action, you may sacrifice your highest lV of prepared spells to cast your choice of 3 spells for 6 rounds (Spellblood can be applied). Use the sacrificed spell lv for determining DC saving throws:
+Despondant Sigil- A touch attack that places an umbral sigil on your target dealing damage equal to 3 x the LV of spells sacrificed for 1d4+1 rounds. Any of the foe's allies within 30 ft of the target also takes this damage. In addition, any extra damage that would be dealt to the target is also dealt to any of his allies (DC 10+ 1/2 Char LV+ CHA Fort save) Only one target can be marked with the sigil and its effect stacks with itself (Max: 3)
+Despondant Orb- A 30ft area spell that deals 1D8/caster Lv (max 15) to foes (REF for 1/2) Foes must also make a FORT save or be blinded for 1d4+1 rounds.If you are in the possession of the Amulet, foes will also take a -2 penalty to DEX (400 ft + 40 ft/lv range)
+Despondant Blade-As a standard action you create a 3ft blade of black energy from your hand that deals 1d10+1/caster lv the target must make a FORT save or be shaken for 1d4+1 rounds. All attacks made by the blade are treated as melee touch attacks. The blade last for 6 rounds and can be dismissed early at will. If you have a high BAB, you can make multiple attacks with it.
+Despondant Halo- A ring of black energy floats over your head that heals you for 1d4/caster lv (max 10) whenever you are dealt damage for 1d4+1 rounds. The ring can be transfered to other targets but it damages them instead. If you possess the amulet, it does 1d8/caster lv instead.
At level 5, your Base land movement speed increases by 10ft. If you are in possession of the Robe, you gain a +2 bonus to your AC if you move at least 10ft
Wretched Evasion- As an immediate action, you may sacrifice your highest prepared spell to avoid the next attack of opportunity. You also gain an additional +4 AC until the start of your next round if you are in possession of Robe
LV 12 - You gain spell resistance equal to 10 + 1/2 Char LV
Wretched Advantage - As a Swift action, you may sacrifice your highest prepared spell to gain an additional standard action (1/round, 3/encounter) you may also take an additional 5ft step as long as you are in the possession of the Boots
By sacrificing 1 + Spell LV in HP you can do the following: