Old Master Of Vagueries
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The City of 7 Seraphs
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Note: This content is from Lost Spheres Publishing and is not official Spheres content. It is intended to be used within the framework of the City of 7 Seraphs.

So few have approached the master of the Shadowed Court when it comes to magic of shadow. Those who have mastered both the fey sparks of the Early Age and the deeper secrets of the Umbral Well may weave illusions more real than false and toss aside reality itself as a faint suggestion.

Hit Dice: d6

Requirements
To qualify to become a Master of Vagueries, a character must fulfill all of the following criteria:

  • Feat: Spell Focus (illusion).
  • Skills: Knowledge (the Planes) 5 ranks, Spellcraft 5 ranks
  • Special: Must be able to cast 2nd level arcane spells or abilities and 2nd level umbral spells or abilities. Spherecasters with access to the Dark sphere can also qualify as one of the two spellcasting classes but must have at least a caster level of 4. Must be a shadow fey or trained by another master of vagueries.

Class Skills: The master of vagueries’ class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), and Spellcraft (Int).

Skills Points at Each Level: 2 + Int modifier

Class Features

Table: Master of Vagueries Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +1 augmented reality I -
2nd +1 +1 +1 +1 diminish I +1 level of existing arcane class/+1 level of existing umbral class
3rd +1 +1 +1 +2 augmented reality II +1 level of existing arcane class/+1 level of existing umbral class
4th +2 +1 +1 +2 diminish II +1 level of existing arcane class/+1 level of existing umbral class
5th +2 +2 +2 +3 augmented reality III +1 level of existing arcane class/+1 level of existing umbral class
6th +3 +2 +2 +3 ignore reality I -
7th +3 +2 +2 +4 augmented reality IV +1 level of existing arcane class/+1 level of existing umbral class
8th +4 +3 +3 +4 diminish III +1 level of existing arcane class/+1 level of existing umbral class
9th +4 +3 +3 +5 augmented reality V +1 level of existing arcane class/+1 level of existing umbral class
10th +5 +3 +3 +5 ignore reality II +1 level of existing arcane class/+1 level of existing umbral class

Weapon and Armor Proficiency

Master of vagueries gain no proficiency with any weapon or armor

Spells per Day/Spells Known and/or Spherecasting

At all levels except 1st and 6th , when a master of vagueries gains a level they gain new spells per day as if they had also gained a level in an arcane spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefits a character of that class would have gained. This essentially means that they add the level of master of vagueries to the level of whatever other spellcasting class they have gaining new spells, spellslots or sphere access as appropriate. If the character had more than one of either type spellcasting class before they became a master of vagueries, they must choose which class they adds each master of vagueries level to for the purposes of determining spells per day.

Augmented Reality (Su)

At level 1, the master of vagueries gains the ability to augment spells and spherecasting effects they create. When casting a quasireal spell from either an arcane or umbral source they can increase the reality of the effect as a swift action by expending a spell slot of at least 1st level or a spell point or the other source. This heightened reality increases the DC to resist the spell by +1 and the percentage of an effect’s perceived reality by 10%. Alternatively, any Dark sphere talent can have its caster level increased by +2 for one use. At 3rd level you may sacrifice a spell of one level higher to increase this bone by 10% or +2. Each odd level thereafter you can increase this to a maximum of +50% or +10 caster level.

Diminish (Su)

Starting a 2nd level, the master of vagueries can, as an immediate action when taking damage from a single effect, sacrifice a 2nd level or higher spell or a spell point to make a special Will save against a DC of the effect or the creature (10 + 1/2 hit dice + Constitution modifier) dealing the damage (if a weapon attack). If the master of vagueries succeeds the damage of the attack is reduced by 20%. At 4th level the master of vagueries may instead use this ability to sacrifice up to a 4th level spell, spell slot, or a spellpoint to save to ignore 40% of the damage. Lastly, at 8th level they can use up to a 6th level spell, spell slot, or a spellpoint to ignore 60%.

Ignore Reality (Su)

Starting at 6th level the master of vagueries can as a standard action, expend a spell, spell-slot or spellpoint of up to at least 5th level to ignore the existence of a creature or object. If the master of vagueries makes a special Will save against a DC of the effect or the creature (10 + 1/2 Hit Dice + Constitution modifier) or 20 plus the highest community modifier of a buildingGMG they may act as though that creature, object, does not exist. The GM is the final arbiter on how this effect resolves but generally spells like teleport, passwall, or the like should be considered for objects or buildings while creatures impacted by the ability do not interact with the master of vagueries at all. Neither of them can interact, harm or impact each other while this power is in effect. This ability lasts for 1 minute per the highest caster level the master of vagueries possesses. At 10th level the master of vagueries can sacrifice a 9th level spell, spellslot or spellpoint to make a save against a group of creatures or objects subject to a single location or type. The master of vagueries can spend a second 9th level spell, spell-slot, or spell point to include up to one ally per caster level in close range in this effect.

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