KABBALIST
Kabbalists are theologians who attempt to unveil the mysteries of the divine by studying the sacred texts of the gods. Every letter in every sacred text, they believe, holds magical power. By studying these texts using numerological formulae, kabbalists are able to discern hidden divine truths. In doing so, they gain unique spell-like abilities and are able to augment existing magical abilities.
  The system of the kabbalists, called the kabbalah, takes a unique approach to the divine. The divine is the macrocosm of reality, whereas mortals are the microcosm. The physical manifestation of the gods is the universe, encompassing stars, suns, planets, and space. Although deities are distinct, they share a common divinity that unfolds collectively into the living universe. Mortals are smaller universes with various components found in all living things. 
  The following prestige class was inspired by the kabbalist as presented in the Field Guide to Encounters, and various other sources. All new information is © 2001 by Malachi Martin.
  Hit Dice: D4.

Requirements
  To qualify to become a kabbalist, a character must fulfill the following criteria.
  Knowledge (arcana): 10 ranks.
  Knowledge (religion): 10 ranks.
  Spellcraft: 4 ranks.
  Speak Language: Divine, Angelic, Demonic, and Draconic. For campaigns that utilize the core rules regarding languages, supplant these with Celestial, Infernal, Abyssal, and Draconic.
  Spells: Ability to cast 5th level spells.
  Feats: At least three metamagic feats and Skill Focus (Knowledge [arcana or religion]).
  Special: The prospective kabbalist must have read the major sacred text of at least one deity of good, evil, and neutral alignments. If the campaign has a text which ties all sacred texts together, the kabbalist must have read it.
  
Class Skills
  The kabbalist’s class skills (and the key ability for each) are Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int), Use Magic Device (Cha, exclusive skill).

  Skill Points at Each Level: 2 + Int modifier.

Class Features 
  Weapon and Armor Proficiency: Kabbalists do not gain proficiency in any weapons or armor. It should be kept in mind that armor check penalties always apply when utilizing the skills (while in armor heavier than leather) Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
  Spells per Day: A kabbalist continues training in magic. Thus, when a new kabbalist level is gained the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of kabbalist to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
  Mystery: In their studies of sacred texts, kabbalists are able to piece together the labyrinthine intricacies of divine revelation, unveiling mysteries of all sorts. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the kabbalist chooses a mystery from the table below. His level plus Wisdom modifier determines which mysteries he can choose. He can’t choose the same mystery twice.
  Tree of Life: Kabbalists approach the divine through a mystical representation known as the Tree of Life. There are ten spheres in the Tree of Life: Crown, Wisdom, Understanding, Mercy, Justice, Beauty, Victory, Glory, Foundation, and Kingdom. The kabbalist utilizes the Tree in augmenting his magical abilities by balancing each of the respective spheres. To successfully balance the Tree, a Wisdom check must be made against a DC of 10 + the circumstance modifier given below. Failure does not entail loss of the spell slot.
  Each time the kabbalist prepares his spells, he can use the Tree of Life to fill a single spell slot with any domain spell of equal level (see the Player’s Handbook, pages 162-165). Only one spell can be added. In order to effect this ability, the kabbalist must utilize a sacred text of the appropriate deity as part of his spell preparation. For example, if the kabbalist wants to add a spell from the domain of Death, he would have to have a sacred text of a deity with that domain on hand and utilize it as part of his spell preparation. The circumstance modifier is the spell’s level.
  Upon reaching 4th level the kabbalist can, once per week, augment a spell by using the Tree of Life. While preparing his spells, the kabbalist designates which spell he will augment. The kabbalist can apply any metamagic feat he possesses to that spell without having to consume a spell slot of higher level. The circumstance modifier is the spell’s level.
  At 6th and 8th levels, the kabbalist can add a domain spell and a metamagic feat, respectively.
  Upon reaching 10th level, the kabbalist can, once per week, gain the single use of a granted power from any single domain of divine spells. He must forfeit one spell slot of any level, and the circumstance modifier is the level of the spell slot forfeited subtracted from 10. For purposes of level determination, use the character level. For example, a 5th level wizard/10th level kabbalist could use the Destruction domain’s smite power, gaining a +4 attack bonus and a +10 damage bonus. If he forfeited a 3rd level spell, his circumstance modifier would be +7, for a total of 17 for his DC to balance the Tree.
   Sacred Lore: Kabbalists are constantly gathering knowledge relative to the divine. They accomplish this task by studying sacred texts, and in doing so, gather all sorts of relevant knowledge. This ability works in similar fashion to the bard ability of the same name. The type of lore that a kabbalist is privy to is always religious and mystical in nature. The kabbalist adds his level and his Intelligence modifier to the Knowledge check. See page 29 of the Player’s Handbook for more information.
  
Kabbalist Mysteries
Level + 
Int 
Mod	Mystery		Effect
1	Spoken divine words	Immediately discerns divine spellcasters and outsiders by hearing verbal component of spell	
2	Written divine words	Permanent read divine magic and comprehend languages ability in regard to any sacred text or scribed divine spell	
3	Aura of the divine	Permanent detect divine magic ability in regard to spells  cast, or items created by, divine spell casters or divine servants	
4	Divine insight	Choose one arcane spell whose DC will receive your Wisdom modifier (if positive); double Wisdom modifier (if positive) if spell is divine	
5	Servants of the divine 	Once per day, can attempt to command outsiders as a cleric of the same level commands the undead 	
6	Influence of the divine	Knowledge (religion) check against a DC of 30 and one day of study to discern if an event is divinely influenced ~ additional check and day of study to discern specific deity	
7	Divine truth	Knowledge (religion) check against a DC of 30 and one day of studying sacred texts to discern answer to any one question, as if using a commune spell	
8	Nature of the divine	The kabbalist becomes semi-divine in nature, and is henceforth treated as an outsider (refer to the monk’s perfect self ability, page 40 of the Player’s Handbook)	

The Kabbalist
	Base
Class   	Attack	Fort	Ref	Will
Level	Bonus	Save	Save 	Save	Special				Spells per Day		
1st	+0	+0	+0	+2	Mystery; tree of life ~ domain spell 	+1 level of existing class	
2nd	+1	+0	+0	+3	Sacred lore	+1 level of existing class	
3rd	+1	+1	+1	+3	Mystery 	+1 level of existing class	
4th	+2	+1	+1	+4	Tree of life ~ metamagic	+1 level of existing class	
5th	+2	+1	+1	+4	Mystery	+1 level of existing class	
6th	+3	+2	+2	+5	Tree of life ~ two domain spells	+1 level of existing class	
7th	+3	+2	+2	+5	Mystery	+1 level of existing class	
8th	+4	+2	+2	+6	Tree of life ~ two metamagic feats	+1 level of existing class	
9th	+4	+3	+3	+6	Mystery	+1 level of existing class	
10th	+5	+3	+3	+7	Tree of life ~ granted power	+1 level of existing class