Magaambyan arcanists are students at one of the oldest academies of learning on Golarion, located in the heart of the Mwangi Jungle. The legendary Old-Mage Jatembe and his Ten Magic Warriors founded the school, known as the Magaambya, in one of the many exploits recounted in stories of the fabled mage. His goal was to reintroduce the light of learning to a world overcome by fear and despair after the cataclysm of Earthfall. A Magaambyan arcanist studies and follows traditions of magic originally discovered by Old-Mage Jatembe himself, and utilizes these arcane secrets to continue Jatembe's quest to bring decency and integrity to civilization.
Most Magaambyan arcanists consider their studies to be a sacred duty and a tradition that spans the ages. As a Magaambyan arcanist learns the deeper meanings locked within the academy's wisdom, she discovers the true enlightened and philanthropic purpose of the Magaambya.
To qualify to become a Magaambyan arcanist, a character must fulfill all of the following criteria.
Skills: Spellcraft 5 ranks, Knowledge (arcana) 5 ranks, Knowledge (nature) 5 ranks.
Spells: Ability to prepare 3rd-level arcane spells.
The Magaambyan arcanist's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Ride (Dex), Spellcraft (Int), and Survival (Wis).
The following are class features of the Magaambyan arcanist prestige class.
Weapon and Armor Proficiency: A Magaambyan arcanist gains no additional weapon or armor proficiencies.
The power of a Magaambyan arcanist's aura of good (see detect good) is equal to her class level.
At each class level, a Magaambyan arcanist chooses a spell from the druid spell list and treats it as if it were on the spell list of one of her arcane spellcasting classes. A Magaambyan arcanist must choose a druid spell at least two levels lower than the highest-level spell she can currently cast. The spell's type becomes arcane and its save DC functions as normal for the arcane spellcasting class list she adds it to. The Magaambyan arcanist automatically learns this spell and adds it to her spellbook (or familiar if she is a witch).
At 2nd level, by spending a total of 24 hours studying over a maximum of 3 days, a Magaambyan arcanist can change the spells she has mastered with the Spell Mastery feat. She can choose a number of spells she knows up to her Intelligence modifier, which have a maximum combined spell level total equal to or less than her caster level, to be her Spell Mastery spells in place of the same number of spells she previously selected for her Spell Mastery feat.
At 2nd level, a Magaambyan arcanist casts spells with the good descriptor at +1 caster level. To prepare a spell with the evil descriptor, she must use two spell slots of that spell level to prepare the spell.
At 3rd level, by performing a special ritual, a Magaambyan arcanist can prepare a spell into an open arcane spell slot with 1 minute of preparation. The open spell slot cannot have been one that was filled previously that day and was expended; it must have purposefully been left empty at the beginning of the day when the Magaambyan arcanist prepared her spells. She must be able to read her spellbook or have mastered the spell with the Spell Mastery feat in order to prepare it with this ability. She doesn't need to rest for 8 hours beforehand, but all other requirements of the preparation process still apply.
At 9th level, she can do this as a full-round action, provided she has her spellbook in hand or has mastered the spell with the Spell Mastery feat. She can use this ability a number of times per day equal to her Intelligence modifier.
At 3rd level, all of a Magaambyan arcanist's spells with the good descriptor have their durations extended by a number of rounds equal to her class level. A spell with a duration of concentration, instantaneous, or permanent isn't affected by this ability.
At 4th level, a Magaambyan arcanist can “lose” any prepared spell to cast a spell of the same spell level or lower which she has mastered with the Spell Mastery feat. She can use this ability once per day, plus one additional time per day at 8th level.
At 5th level, a Magaambyan arcanist is under a constant protection from evil effect (caster level equal to her class level). If this is dispelled, she can reactivate it as a swift action.
At 6th level, once per day, a Magaambyan arcanist can cast any spell she has mastered with the Spell Mastery feat, even if she hasn't prepared it that day. This spell is treated like any other spell cast by the Magaambyan arcanist, but can't be modified by metamagic feats or other abilities.
At 7th level, a Magaambyan arcanist gains a +2 bonus on checks to overcome the spell resistance of evil creatures or evil objects, and on checks to dispel spells cast by evil creatures, spells with the evil descriptor, or evil magic items.
At 9th level, a Magaambyan arcanist adds all the bonus spells from the Good cleric domain to the spell list of one of her arcane spellcasting classes. These spells become arcane and the save DCs function as normal for the arcane spellcasting class list she adds them to.
At 10th level, once per day when a spell or supernatural effect that allows spell resistance targets a Magaambyan arcanist's allies or they are within its area of effect, she can use this ability as an immediate action to redirect the effects to herself. She can do this for a number of allies up to her Intelligence modifier, provided they are within 30 feet of her. The Magaambyan arcanist must make all appropriate saving throws for each ally, possibly making multiple saving throws against the same spell or effect. She suffers all damage, conditions, and other effects that her allies would have taken, possibly taking these multiple times. Area effects with a non-instantaneous duration can still affect her allies normally at a later time.
At 10th level, a Magaambyan arcanist no longer takes penalties for aging. This functions exactly like the druid ability of the same name.