Templore Campaign Setting
Adepts fill many roles in the world. They can be hedge witches, dabblers of the occult, priests with some minor magical ability, or the like. Adepts are by far the most common form of spellcasters, yet they are also the least skilled. Even though an adept’s power can grow to achieve incredible things, they are not nearly as magically capable as members of the cleric, wizard, shaman, and other full spellcasting classes.
|The Sphere Adept|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Base Caster Level||Talents|
|1||+0||+0||+0||+2||Spell Pool, Casting, Tradition||+0||0 (2)|
|9||+4||+ 3||+ 3||+6||–||+4||4|
|11||+5||+ 3||+ 3||+7||–||+5||5|
|12||+6 / +1||+4||+4||+8||–||+6||6|
|13||+6 / +1||+4||+4||+8||–||+6||6|
|14||+7 / +2||+4||+4||+9||–||+7||7|
|15||+7 / +2||+5||+5||+9||+7||7|
|16||+8 / +3||+5||+5||+10||–||+8||8|
|17||+8 / +3||+5||+5||+10||–||+8||8|
|18||+9 / +4||+6||+6||+11||–||+9||9|
|19||+9 / +4||+6||+6||+11||–||+9||9|
|20||+10 / +5||+6||+6||+12||+10||10|
Hit Die: d6
Class Skills: The adept’s class skills (and the key ability for each skill) are: Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor or shield.
Casting: A sphere adept may combine spheres and talents to create magical effects. A sphere adept is considered a Low-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents the first time they gain the casting class feature.)
Spell Pool: A sphere adept gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes
once per day after roughly 8 hours of rest.
Tradition: At 1st-level, a sphere adept chooses a tradition which dictates how she casts her spells. Once this choice is made, it cannot be changed. The sphere adept traditions are described below:
Arcane: You gained your ability through the study of ancient magical lore. This tradition gives you the following drawbacks: Verbal Casting, Somatic Casting (2).
Petitioner: You are granted an allowance of magical power by a deity, spirit, or other powerful entity. This tradition gives you the following drawbacks: Verbal Casting, Focus Casting.
Wilder: You learned your magic by teaching yourself, through observing nature, other spellcasters, or magical creatures. Your understanding of magic is flawed, and your magic is prone to mishaps. This tradition grants you the following drawbacks: Verbal Casting, Somatic Casting (2), Wild Magic.