Epic Master Specialist (3.5e Prestige Class)
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Epic Master Specialist
Hit Dice: d4
Many wizards choose to specialize in a specific school, focusing on a particular branch of magic. The master specialist studies the very notion of specialization. Though she, too, focuses on one school above all others, she so thoroughly devotes her attention to mastering her chosen discipline that she gains insight beyond the reach of any mere specialist. If a specialist is a student of a school of magic, the master specialist is that school's teacher.
Class Skills (2 + Int modifier per level)
Concentration, Craft, Decipher Script, Knowledge, Profession, Spellcraft..
|12th||Epic School Esoterica|
|13th||Caster Level Increase +4|
|16th||Caster Level Increase +5|
|19th||Caster Level Increase +6|
|20th||Supreme School Mastery|
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Master Specialist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spells: To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).
Bonus Feats: The Epic Master Specialist gains a bonus feat (selected from the list of epic Sorcerer/Wizard feats) at level 11 and every 3 levels after 11.
Epic School Esoterica (Ex): At 22th level your specialization school have no more secrets to you, you are your chosen school of magic. You gain an ability from those below based on your chosen school.
Abjuration: Once a day, for 1 round every 2 caster levels, you can become totally immune to any harmful effect, be it direct damage, ability damage, ability drain, negative levels, death effects, critical strikes, and any negative condition.
Conjuration: You gain the Enhance Spell feat, it does not increase the spell slot needed but you can only apply it to conjuration spells.
Divination: Once a day you can reroll a failed d20 roll, after knowing if your previous result is success or fail. Add a +5 insight bonus to the new roll.
Enchantment: You gain a 50% chance to affect creatures normally immune to mind affecting spell and to bypass a mind blank spell.
Evocation: You can empower a spell that deals elemental damage you are casting, by wasting spell slots or prepared spell of the same or greater level. For each slot you use the final damage of the spell doubles (x2 if you use 1 spell, x3 if you use 2, and so on...).
Illusion: Each illusion you cast has a 25% chance to become real in any way. If so happen, the things created last until the end of the spell, then vanish.
Necromancy: Double the number of undead HD you can control. This ability stacks with every other ability that increase the normal HD of undead you can control.
Transmutation: Double the effects of spells that increase ability score, hit points, attack roll.
Caster Level Increase (Ex): Upon reaching 13th level, your caster level increase ability increases to +4, plus another +1 every 3 levels.
Supreme School Mastery (Ex): At 20th level your mastery over your chosen specialization is total. You are able to overcome difficulties that any other arcanist may only dream of. You are able to cast spell from your chosen school of specialization in an Anti-Magic Field, in a Wild magic zone or in a Dead magic zone freely and in any other case your magic is in any way denied.