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 magis