Agent Arcanist PrC

Both "lorescour" and intelligence operative, the agent arcanist possesses penchants for pervasive insight, self-sufficiency and interpersonal efficacy. The covert use of magic is a cornerstone of their trade, as they often do better to go about their business undiscovered. While research and development are still important to an agent arcanist, advancing the agenda of a larger cause, entity or sovereign power often comes first.
  When not out on assignment, agent arcanists are often charged with housing, processing, cataloging, maintaining and protecting the collective lore and intelligence records of a given realm or organization. As such, most find it necessary to gain quick and efficient access to many of the spells needed to fulfill this responsibility.
  More experienced agent arcanists who are sent far afield on various missions, often find it essential to stay in contact with their colleagues and superiors, especially under conditions where most divination, scrying and/or telepathy effects are being monitored or disrupted by one or more potentially hostile individuals. In this case, many simply expand on existing methods, attuning themselves to a number of spells related to acoustic manipulation and message transmission.
  The most experienced of agent arcanists, possess the ability to relocate the staff and contents of an entire library, armory, workshop, treasure vault or command bunker inside of two minutes. Provided there is sufficient space at the new location for everyone and everything involved, the affected objects arrive in the same arrangement they possessed when first removed from the old location.
  While any class capable of casting arcane spells can follow this path, the skills required are most easily met by bards, beguilers and of course, wizards. Expanded access to different spells makes this path somewhat appealing for sorcerers and warmages, while the low hit dice and attack bonus tends to deter most assassins, duskblades and hexblades. Elves, gnomes, half-elves and humans are among the most common races to be counted among those who follow the path of the agent arcanist.

To qualify to become an agent arcanist, a character must fulfill all the following criteria.
Skills: Bluff 1 rank, Concentration 4 ranks, Knowledge (arcana) 9 ranks, Knowledge (local) 4 ranks, Knowledge (one or more others) 4 total ranks, Sense Motive 1 rank, Spellcraft 9 ranks
Feats: Eschew Materials as well as one of the following;
  Altertness, Guerrilla Scout (HoB 97) or Quick Reconnoiter (CAd 112).
Spells: Ability to cast 3rd-level arcane spells.

Level Base
Special Spellcasting
1st +0 +0 +0 +2 Descry,
Subtle Magic
+1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Bonus Feat +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Lorekeeping +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Bonus Feat +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Whispercraft +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Evacuate,
+1 level of existing arcane spellcasting class
Hit Die: d4
Class Skills (4 + Int modifier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival and Use Magic Device.

All the following are class features of the agent arcanist prestige class.
Weapon and Armor Proficiency: Agent arcanists gain no proficiency with any weapon, armor or shield.
Spellcasting: With each level you gain as an agent arcanist, 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 an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an agent arcanist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Descry (Ex): An agent arcanist can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character's agent arcanist level + her Int modifier. If the agent arcanist has another such lore ability from another source (such as bard or loremaster levels), her agent arcanist levels stack with levels of all other classes that grant such an ability for the purpose of Descry checks.
Subtle Magic (Su): The spells and spell-like abilities cast by an agent arcanist often don’t register to divination magic. If a divination is attempted against one of her spells or spell-like abilities, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + her caster level. The subtle magic class feature covers only the agent arcanist's spells and spell-like abilities; any magic items she possesses still register normally to detect magic and other spells.
Bonus Feats: At 2nd level, and again at 4th level, the agent arcanist may select any feat for which she meets the prerequisites, as a bonus feat.
Lorekeeping (Ex): Upon reaching 3rd level, an agent arcanist gains a free Skill Focus feat in any one Knowledge skill. In addition, she may cast any of the following spells (as an arcane spell) as if she were using a runestaff (except there is no daily use limit for each spell, and she's not limited to those that appear on her class spell list), by expending a prepared arcane spell or arcane spell slot of the same level or higher.

alarm, greater (SpC 8)
amanuensis (SpC 9)
arcane mark
arcane seal (S:CoT 168)
attentive alarm (CM)
augment object (SB)
candlelight (GW)
cleansing sweep (new spell below)
comprehend languages
darsson's cooling breeze (ShS)
detect fire (Fr)
essence of lead (new spell below)
fireward (SpC 94)
force ladder (SpC 97)
ghost lantern (CM 106)
glowing orb (SpC 106)
guards and wards
hardening (SpC 109)
hold portal
instant search (SpC 124)
low-light vision (SpC 134)
mage hand
mage's private sanctum
magecraft (ECS 113)
make whole
read magic
scholar's touch (RoD 167)
secret page
servant horde (SpC 182)
spontaneous search (SpC 204)
suppress glyph (SpC 216)
transcribe symbol (SpC 221)
unseen crafter (RoE 191)
unseen servant
waterproofing (new spell below)

Whispercraft (Ex): Upon reaching 5th level, an agent arcanist can whisper the verbal components of the spells she casts (see PH 78 for the Listen skill). In addition, she may cast any of the following spells in the same manner as those listed under her Lorekeeping ability. When she does so, any limits on the number of words that can be delivered as part of that spell's effect are doubled.

doublespeak (CM)
echo skull (SpC 77)
forest voice (CC)
interplanar message (SpC 124)
sculpt sound
secret signs (CAr 121)
silent portal
speak to allies (SpC 197)
speaking stones (MoE 102)
speechlink (SpC 198)
summoning wind (CAr 124)
suppress silence (new spell below)
whispercast (LoM 129)
whispering sand (Sa)
whispering wind
zone of silence

Evacuate (Ex): Starting at 6th level, an agent arcanist can cast mage's magnificent mansion in the same manner as any spell listed under her Lorekeeping ability, except that doing so increases the spell's casting time to 1 minute.
  When casting that spell in this manner, the agent arcanist may also target any number of unattended objects that lie within the spell's range, and by means of teleporation, arrange them inside the mansion as she desires, amongst any other objects normally provided by the spell itself. Exercising this option adds the teleportation descriptor the spell. An intelligent magical item targeted may attempt a Will save to prevent itself from being affected (as if the spell allowed a save).
  Any food, drink, servants and furnishings normally provided by the spell, are limited by the mansion's remaining space after all the affected objects are placed inside. Objects that won't fit inside remain unaffected, and objects targeted in excess of the mansion's spatial capacity are excluded on the basis of fitting the greatest number of targeted objects inside.
  When the spell ends by any means, all affected objects that remain unattended inside the mansion are returned to their original locations, orientations and arrangements, relative to one another and the mansion's entrance (or as close as possible with regard to areas already occupied). Effects that block or disrupt teleportation, cannot alter where the affected objects end up when the spell ends.
Relocate (Ex): Starting at 6th level, an agent arcanist can cast gate in the same manner as any spell listed under her Lorekeeping ability, but only for the purpose of planar travel.
  If she casts gate in this manner while within a mage's magnificent mansion, and if the spell can function on both sides of the mansion's existing entrance, then she may instantaneously replace that entrance with a new one. This new entrance may open to any exact location that the agent arcanist has previously visited, be it on the same plane or any other, even a demiplane. The extradimensional space of the mansion is always linked to the plane its entrance opens to and when the entrance is opened, those within can use it as a window to look into the plane that lies beyond, before they decide to exit the mansion.
  If this new entrance would open to a location that is occupied by a solid object, or to a location where a gate spell cannot function, the new entrance opens to the nearest accessible unoccupied location on the intended plane. If no such location exists, the new entrance opens to the same location (and plane) as the old entrance. This ability can be used more than once should the mansion's entrance open to a location that proves less than desirable, at least until the mansion's duration expires.

Several of the sarrukh liches sealed away in what remains of Oreme, such as the Terraseer, are rumored to have been the first on toril to have developed these kind of methods in an effort to conceal their activities from the phaerimm (and the netherese).
  Individuals such as these are also rumored to have emerged among the elves of Cormanthyr and Eaerlann under the shadows cast by Netherese Empire. What is unknown however, except to a very few elves and gnomes associated with the Trail of Mists and the acquisition of one set of Nether Scrolls from the netherese in the year DR -3095, is that many of them were essential to those operations, and that a few of the gnomes of Songfarla have adopted their methods and techniques over the ages.
  A few among the Imsakari who survived the fall of their empire in -2488, could attribute their survival to utilizing similar techniques of covert magic use to conceal themselves from the god-kings of the mulan people and their minions.
  A few of the staff at Candlekeep are known to be capable of methods similar to the ones practiced by agent arcanists, using them to protect and maintain the structure and its contents.

New Spells

Cleansing Sweep
Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft-cube/level (S)
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No

All non-magical dust, dirt, ashes, soot, sand, stains, debris and dead materials are removed from all creatures and objects in the area as if by prestidigitation, and are carried into the focus of this spell by telekinetic forces. A creature can attempt a Will save to prevent this spell from affecting them and their gear.
Focus: A container or bag capable of carrying the affected materials.

Essence of Lead
Level: Sor/Wiz 6
Components: V, S
Casting Time: 30 minutes
Range: Medium (100 + 10 ft./level)
Target: 25-cu-ft/level worth of objects and materials and made of ceramic, coral, fabric, glass, leather, metal, paper, stone, textiles, wood and/or any other similar substance
Duration: 1 day/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

For the purpose of blocking divination spells and effects, the affected objects and materials are treated as though they were made of lead.

Suppress Silence
Level: Brd 2, Clr 3, Sor/Wiz 3
Components: S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread centered on a creature, object or point in space
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless): see text or none (object)
Spell Resistance: Yes; see text or no (object)

The first time magical silence from any one source, makes contact with this spell's effect, it must succeed at a caster level check (DC 1d20 + caster level) against a DC of 15 + your caster level, or be suppressed whenever and wherever the two effects overlap, for as long as both may last.  However, if the check succeeds, that particular zone of magical silence remains unaffected by the instance of this spell against which it made the check, no matter how many times they meet.
  An unwilling creature can attempt a Will save to negate this spell and can use spell resistance, if any. Items in a creature’s possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not.

Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Area: One 20-ft-cube/level (S)
Targets: Any number of objects within the area of effect
Duration: 1 day/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Affected objects within the area of effect now remain perfectly dry, repelling and shedding all forms of moisture from within and without. An affected object can be completely submerged in water and remain perfectly dry. Wizards often use this spell to protect their books and scrolls from water damage.
  Waterproofing can be made permanent for one object by using a permanency spell.

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