Great Magister

Magic comes in all forms; from the divine magic of clerics and oracles, to the alchemical formulas of the alchemist and the arcane enchantments of wizards and sorcerers, from holy symbols and rune magic, to cooperative magic and words of power. However, among arcane practitioners-which include the likes of magi, witches, sorcerers, arcanists, and wizards, the great magister stands supreme. 

The great magister is an archmage of sorts, and is considered a master of all things arcane. As the living embodiment of arcane power, the great magister is a wellspring of arcane knowledge, can cast powerful spells with precision, unleash raw magical energies, radiate an aura of arcane power, enhance the efficacy of other practitioners casting the same spell, and feel the very presence of magic nearby. 

Due to their nature, great magisters are never evil, as they favor the practice of arcane magic over all things, though often use their power to benefit other practitioners of magic or those around them. Regardless of the individual, the great magister has a great responsibility as both a representative of the arcane arts and the vessel of the magical powers bestowed upon her.

Great magister is an acquired template that can be added to any living, corporeal creature of good or neutral alignment with 14 HD (or class levels) or higher. A great magister retains the base creature's statistics and special abilities except as noted here.

CR: +2

Class: Arcanist, sorcerer, or wizard. Additional classes may be considered at the GM’s discretion.

HD: 14 or higher.

Alignment: Any nonevil.

Defenses/Qualities: A great magister gains immunity to all cantrips, SR 6 + her character level (if HD are 17 or less) or SR 11 + her character level (if HD are 18 or more), +8 bonus on her Concentration checks, and a +4 bonus on all Knowledge (arcana) and Spellcraft skill checks. If the great magister already has spell resistance from another source, it increases by 5.

Special Abilities: A great magister gains the following special abilities:

Arcane Knowledge 

A great magister possesses knowledge beyond that of normal arcane practitioners. She can select one arcane discovery at 14th level, and an additional arcane discovery every two levels thereafter, up to a maximum of 4 at 20th level. 

Aura of Arcane Power (Su)

A great magister radiates an aura of arcane power in a 10-foot radius. This aura increases the variables and numeric effects of any spell or spell-like ability used by an ally (or the great magister) while within the aura’s radius by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected. A creature cannot be the recipient of a spell or spell-like ability affected by the grand sage's arcane power aura more than once in a 24-hour period.

Channeled Casting (Su)

The great magister is able to channel allied spells to increase the effective level of her own. For each allied spellcaster that has the same spell prepared (or known with a slot available if they are spontaneous spellcasters) that is adjacent to the grand sage, the effective spell level of her spell increases by 1 (up to a maximum of 9th level) as the Heightened Spell metamagic feat. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the spells new effective level. Despite the effects, the channeled spell expends the same spell slot as the great magister’s original spell. The great magister can use this ability once per day.

Detect Magic (Sp)

At will, a great magister can use detect magic as a paladin of the same level as its Hit Dice can use detect evil. If the great magister has detect magic as a class feature, it only takes 1 round for her to determine the number of magic auras and the power and location of each aura.

Magic Blast (Su)

Once per day, as a swift action, the great magister can unleash a ray of raw arcane energy up to 30 feet that deals 1d6 points of damage per Hit Dice (or class levels). 

Spell-Like Abilities: A great magister gains the following spell-like abilities: At will–dispel magic, identify, 3/day–greater dispel magic, true seeing; 1/day–greater spell absorption, spellbane. Caster level equals the great sage’s HD (or character level of the base creature, whichever is higher).

Abilities: A great magister gains a +4 bonus on one ability score of her choice and a +2 bonus on two other ability scores of her choice.