“Magister” is a template that can be applied to any arcane spellcaster (referred to hereafter as “the character”). It uses all the character’s statistics and special abilities except as noted here. Sorcerers and specialist wizards rarely become the Magister, because each is limited in the amount and variety of magic they can learn (the sorcerer more so than the specialist wizard).
    Special Qualities: The Magister retains all the special qualities of the character and gains those described below.
    Arcane Generosity (Su): The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to 1/2 of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen’s disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with the potential for great magic will find them.
    Spellpurge (Su): When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister. A new Magister is protected by spell resistance 50 and a greater ironguard spell, although these protections fade after 1d4+3 months and nine days, respectively.
    Mystra’s Shield (Ex): The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throws against all magical effects.
    Magesight (Ex): A Magister’s connection to the Weaveallows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight)
    Spell-Like Abilities: At will—feather fall (automatic), levitate, read magic, true seeing; 6/day—dimension door, water walk. A Magister can also cast one spell each of levels 1 through 9 as a spell-like ability once per day; these spells are selected when she takes the office and cannot be changed thereafter.

    Mind Blank (Su): The Magister is constantly protected by a heightened (10th-level) mind blank. 
    Spell Immunities (Su): The Magister is immune to one spell each of levels 0 through 9 as if protected by a spell immunity spell. The spells are chosen when the Magister takes office and cannot be changed thereafter. She is also immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects.  
    Magister’s Step (Su): The Magister can step through any magical barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. 
    Spell Focus (Su): The Magister casts all spells as if she had the Spell Focus feat for all schools. 
    Imbuement (Sp): As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. 
    Name Attunement (Su): The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. 
    The Magister’s Sigil (Su): The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. 
    Rapid Preparation (Su): The Magister only needs 10 minutes to prepare spells instead of an hour. 
    Spell Resistance: 20. 
    Skills: Because she can mentally draw upon a link to an archive of knowledge maintained by the deities of magic, the Magister gets a +10 circumstance bonus on all Knowledge (arcana) and Spellcraft checks. 
    Climate/Terrain: Same as the character. 
    Organization: Same as the character. 
    Challenge Rating: Same as the character +4. The Magister is a powerful opponent backed by the magic of several deities. 
    Treasure: Same as the character. 
    Alignment: Same as the character. 
    Advancement: Same as the character.