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Diamond Magister

Masters of the healing art, Diamond Magisters are highly sought after for their knowledge of white magic.
Hit Die: d6
Requirements
To qualify to become a diamond magister, a character must fulfill all the following criteria.
Feats: Any 3 metamagic feats.
Spells: Able to cast 7th-level white magic spells.
Class Skills
The diamond magister’s class skills (and the key ability for each skill) are Heal (Wis), Knowledge (any) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 2 + Int modifier

Table: Diamond Magister

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+0+1Light Mastery, Limit Break
2nd+1+1+1+1White Wizardry, +1 level to existing spell-casting class
3rd+1+1+1+2Enhancing Mastery, +1 level to existing spell-casting class
4th+2+1+1+2White Wizardry, +1 level to existing spell-casting class
5th+2+2+2+3Healing Mastery, +1 level to existing spell-casting class

Class Features

All of the following are class features of the diamond magister prestige class.

Weapon and Armor Proficiency

Diamond Magisters gain no proficiency with any weapon or armor.

MP per Day / Spells Known

At each level except 1st, a diamond magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming a diamond magister, he must decide to which class to add each level for the purpose of determining MP per day and spells known.

Limit Break (Su)

At 1st level, the diamond magister receives the Limit Break (Holy Light).

Holy Light (Su): This Limit Break brings into being a burst of holy radiance that heals all allies within 60 feet of the caster for 10d6 points of damage plus additional 2d6 per diamond magister level. In addition, it cures all status effects without needing caster level checks. Every evil creature in the burst takes the same amount in holy damage, a Fortitude save (DC 15 + diamond magister’s level + his Wisdom modifier) for half damage.

Light Mastery (Ex)

At 1st level, any light spells that the diamond magister casts grants himself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). It also temporary removes the Blind status effect until the duration wears off. The range of this vision is 10 feet per level of the light spell cast, and the effect lasts for 1 round. As a secondary benefit, the diamond magister gains a +1 competence bonus to his caster level when casting light spells.

White Wizardry (Ex)

At 2nd and 4th level, a diamond magister increases his power with his spells. At each such opportunity, he can choose from the list of the following (with a maximum of 2 per):

  • Improved Spell Mastery: This increases the DC for all of the diamond magister’s spells by 2.
  • Improved Healing: This grants the diamond magister’s healing spells to heal an additional 5 points of damage.
  • Improved Spell Penetration: This increases the diamond magister’s caster level checks by 2 made to overcome a creature’s spell resistance. This stacks with the Spell Penetration feat.

Enhancing Mastery (Ex)

At 3rd level, any enhancing spells that the diamond magister casts on himself or allies grants temporary hit points equal to the level of the enhancing spell cast and the effect lasts for the duration of the level of the enhancing spell in rounds. As a secondary benefit, the diamond magister gains a +1 competence bonus to his caster level when casting enhancing spells.

Healing Mastery (Ex)

At 5th level, any healing spells that the diamond magister casts on himself or allies grants Fast Healing equal to the level of the healing spell cast and the effect lasts for the duration of the level of the healing spell in rounds. As a secondary benefit, the diamond magister gains a +1 competence bonus to his caster level when casting healing spells.