Aryan Guild Wizard PrC


Description

Arya is a land noted for both its cold climate and its wizards. In Arya, magic is an everyday fact of life. The Guild controls most aspects of the society. The Fand, Het, and Khodjel families exist mostly through the goodwill of the Aryan Guild. Indeed, the rumors are true: The Guild seeks to breed more wizards and sorcerers. To this end, the Guild arranges marriages, conducting extensive research on bloodlines to try and bring out desirable traits in the offspring. The Guild is not evil. It only seeks to further the Art, and to protect the Aryan people.

Guild wizards are usually found at an early age and indoctrinated into the Guild between the ages of five and eight. Those who enter the Guild at a later time are usually latent talents that have been brought out by age and environment. The Guild tends to keep a closer eye on latent talents simply to ensure their loyalty... and that they do not endanger the Guild.

Every member of the Guild has a sample of his, her, or its flesh taken and kept by the Guild. This part of the body allows the Guild to magically keep track of its members and, if necessary, assist them at long distance. This assistance can be in the form of information, materials (wealth, magic items, and the like), or even a Guild assault team for rescue. Though this arrangement has been used in the past to remonstrate, and rarely even to kill, rogue Guild members, these incidents are vastly overblown in bard's tales. With the Guild's reputation for fulfilling contracts, this added feature ensures that the Guild will fulfill its contractual obligations, even if the individual member reneges for some reason.

In Aryan society, Guild wizards hold considerable political influence. The more members a given family has within the Guild, the better that family's ability to influence Guild policies. They are not above the law -- and certainly not above Guild law. Aryan Guild wizards are always shown deference in Arya. You never know if this Journeyman will someday be the Master of one or more of the Guild Schools!


Game Rule Information

Abilities:

Intelligence and Constitution are primary abilities of the Aryan Guild Wizard. They are selected for intellectual creativity as well as the physical resilience their practices require.

Requirements:

Class Skills

Concentration, Knowledge (Arcana), Knowledge (Planar), Scry, Wilderness Lore


Class Features

Specialist School (Ex): At first level, the Aryan Guild Wizard chooses a school of magic to specialize in, gaining the same benefits listed in the Player's Handbook. If the wizard is already a specialist, he can choose the same school again (gaining double the listed benefits and penalties), or choose a different school of specialization. The second school of specialization cannot be opposed to an already existing school of specialization.

Cold Resistance (Ex): At 2nd level, the Aryan Guild Wizard gains Cold Resistance equal to his prestige class level.

Arcane Spellcasting Levels (Ex): The Aryan Guild Wizard continues to gain Arcane spellcasting levels as if he were still advancing in his Arcane-casting class. If he has more than one Arcane-casting class, he chooses the one that increases.

Magic Focus (Su): Upon becoming an Aryan Guild Wizard, he places a portion of his life force in a special focus. Once per day per Aryan Guild Wizard level, the mage can use the focus to power a spell rather than cast it from memory. The focus must be in contact with the caster's skin. The focus is considered a +1 weapon for purposes of to hit and damage. If the mage loses his focus, he is affected with 1 negative level in all of his Arcane-casting classes. If the focus is destroyed, a new one must be crafted as if it were a +1 magic item, with an additional cost of 4,000xp.

Unravel Spell (Ex): The mage can attempt to unravel the Arcane spellcasting of another mage. He must meet all the requirements for a counterspell (except having Dispel Magic, or the same spell memorized). The Aryan Guild Wizard makes a will save vs. the spell's DC. If successful, the spell is unravelled as if successfully counterspelled. This ability is useable a number of times per day equal to the wizard's Int modifier.

Divert Spell (Ex): An Aryan wizard can also cause an Arcane spell to divert to a different target. The spell must have a Range other than Personal, and the wizard must meet all the requirements for a counterspell (except having Dispel Magic, or the same spell memorized) . The Aryan Guild Wizard makes a will save vs. the spell's DC. If successful, the spell is diverted to a target of the Guild Wizard's choosing. The attempt automatically fails if the wizard attempts to divert the spell to a target that is out of range, or otherwise impossible for the spell to affect. This ability can be used a number of times per day equal to the wizard's Int modifier.

Steal Spell (Ex): The Aryan Guild Wizard can attempt to steal a spell that another mage is casting, using it to replace one of his own already cast spells of equal level. If the wizard does not have a slot free of appropriate level, the attempt automatically fails. The wizard must be within range of the spell. To steal the spell, the Aryan Guild Wizard makes a will save vs. the spell's DC. If successful, the spell replaces an empty slot in the Guild Wizard's memory. This ability can be used a number of times per day equal to the wizard's Int modifier.


Advancement

Level Base Attack Fort Save Ref Save Will Save Special Abilities
1 +1 +1 +1 +1 Specialist School, Arcane Spellcasting +1, Magic Focus
2 +1 +1 +1 +1 Arcane Spellcasting +2, Cold Resistance
3 +1 +1 +2 +2 Arcane Spellcasting +3, Unravel Spell
4 +2 +2 +2 +2 Arcane Spellcasting +4, Divert Spell
5 +2 +2 +2 +3 Arcane Spellcasting +5, Steal Spell