I'm not sure if this would help you, but some nobles in my campaign have a sort of "divine right". They're born with a rune on their bodies, in my campaign its written in draconic and represents a basic concept-much like a deities portfolio (Fortune, Truth, the Grave, the Moon). Arcane magic was derived from these runes, learning their fundamentals and then branching off to become its own science. As such, each rune consists of 3 thematically tied spells of 1st and 2nd level (typically 2 1st level spells and 1 2nd level spell) off of any list and functions very similar to those spells but at an exponentially more powerful level (depending ont he strength of the noble).
These runes function as supernatural abilities but every time they're used the noble gains a temporary negative level that can only be healed naturally. Thus, most of the time they function like middle class fighters or rogues (Standard aristocrats, though typically they pick a basic defensive or offensive ability that they can boost the duration to all day with, like Divine Favor, Expeditious Retreat, Mage Armor, Shield, Chill Touch, Shocking Grasp or similar and use this as the bread and butter) and then like wizards they can go supernova in a battle-but this leaves them weakened for the rest of the day.
They have a few other moderate powered abilities to tide them over otherwise, the Touch of Healing ability from the Dragon Shaman class and at higher levels a 3/day aura that reflects one of their abilities (+2 bonus to AC/saves and usually 2d6 damage or a status effect for one round to attackers, a lesser Holy Aura). It's possible to get very different characters of this class.
Example runes:
Prince Medion (Blooded Noble 7, Cha/Str/Con) is known to be a strong battlefield commander. He has the Fortune Rune (Bless, Bane, Entropic Shield), with Runic Bless he can give all allies in a 100' radius +3 to attack/saves vs. fear. or vice versa with Bane. With Runic Entropic Shield he can gain 60% miss chance vs. ranged attacks and any attack that misses is redirected at its sender.
Prince Amnion the Wise (Blooded Noble 14, Wis/Cha/Dex) is known to associate with cleric cohorts who he can empower. When he's in trouble he can call upon the moon's madness to infect his opponents. He has the Lunar Rune (Sanctuary, Lesser Confusion, Owl's Wisdom), with Runic Sanctuary he can provide a Sanctuary effect to him and another for the whole day-although unlike the normal spell they can make attacks without it dispelling. Runic Wisdom gives him and another +10 enhancement bonus to wisdom for the day, boosting a divine spellcaster's DC's by 5 (but not adding extra spells per day). Lunar Confusion can effect up to 21 targets in range, no save, to confuse them for 21 rounds.
Other runes: Grave Rune (Chill Touch, False Life, Death Knell), Truth Rune (Shield, True Strike, Zone of Truth), Lightning Rune (Shocking Grasp, Expeditious Retreat, Cat's Grace).
If you're interested in seeing more, just say so.