Templore Campaign Setting
The wizard is the ultimate seeker of occult lore, dedicating their lives to mastering the mysteries of magic. While wizards are certainly best known for their knowledge of the arcane, the art of magic requires them to be skilled in a variety of other areas. They must be well versed in many languages if they wish to learn from foreign peoples or ancient writings. They often craft their own magical tools. They must learn the universal synergies of magic, the myriad of components and foci used in spellwork, and where to find them. Their pursuit of magical study usually also involves complex formulas including mathematics, astrology, and other natural sciences. Indeed, magician is but one of the pointy hats a wizard wears, and being a wizard in Templore means being an exceptionally scholarly individual.
Even with their intellect and ability to command amazing powers, wizards are among the rarest and highly mistrusted people in Templore. This is mostly due to religious persecution and a lack of understanding by the general populace. As magic slowly began receding from the world many centuries ago, people began relying on it less and less, and having increasingly fewer encounters with it. Many folk turned to manpower and technology to improve their lives. When the Cathartans conquered the majority of the continent, their religion helped spread the belief that magic has sinister connotations. Arcane magic is outlawed in most kingdoms, and anyone suspected of using it is prone to be executed.
Today, most wizards prefer to practice magic in secret. Because magic requires an intense intellect and willpower to master, many have organized themselves into secret societies to share and protect their knowledge. This gives some a bloated sense of power and self worth. These factors have caused arcane knowledge to become closely guarded, and any wishing to pursue it may look forward to a life of hard study, secrecy and trying to gain the favor of those who guard it.
The same is not true in all areas of the world, however. Some realms allow and even encourage the presence of wizards, though it is still regulated by laws and customs. Valece is one such place, where a magical academy is present. In Ankhet, arcane magic may be freely practiced alongside divine magic, and the Ankhetan royal court is steeped in both. Some villages and small communities in other regions may tolerate hedge wizards to live nearby, so long as they provide their services to those in need.
|The Sphere Wizard|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Base Caster Level||Talents|
|1||+0||+0||+0||+2||Spell Pool, Casting, Cantrips, Sphere Specialization, Traditional Magic||+1||2 (2)|
|9||+4||+ 3||+ 3||+6||–||+9||14|
|10||+5||+3||+ 3||+7||Bonus Feat||+10||15|
|11||+5||+ 3||+ 3||+7||–||+11||17|
|12||+6 / +1||+4||+4||+8||–||+12||18|
|13||+6 / +1||+4||+4||+8||–||+13||20|
|14||+7 / +2||+4||+4||+9||–||+14||21|
|15||+7 / +2||+5||+5||+9||Bonus Feat||+15||23|
|16||+8 / +3||+5||+5||+10||–||+16||24|
|17||+8 / +3||+5||+5||+10||–||+17||26|
|18||+9 / +4||+6||+6||+11||–||+18||27|
|19||+9 / +4||+6||+6||+11||–||+19||29|
|20||+10 / +5||+6||+6||+12||Bonus Feat||+20||30|
Hit Die: d6
Class Skills: The sphere wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency
Sphere wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spell Pool: The sphere wizard 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 level + her Intelligent modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Casting: The sphere wizard may combine spheres and talents to create magical effects. The sphere wizard is considered a High-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents upon obtaining their first level in a sphere casting class.)
Cantrips: The sphere wizard gains Cantrips as a bonus feat.
Sphere Specialization: You may specialize in a sphere of your choice. When specializing in a sphere, you gain that sphere as a bonus sphere (or a magic talent belonging to that sphere if you already possess the base sphere) and gain a +1 bonus to your caster level with that sphere. In addition, you also gain a series of abilities associated with that sphere. For a complete list of specialization abilities, see Sphere Wizard Specializations
Traditional Magic: Traditional magic is the study of the natural world, astronomy, alchemy, and ancient learning to create magic through a combination of gestures, words, and magical components. Traditional magic is based on performing specific rites and observing various taboos. Traditional magic is the realm of academics, making it a long and grueling course of study but granting wisdom and power in equal amounts.
Drawbacks: Verbal Casting, Somatic Casting (2).
Bonus Feat: At 5th, 10th, 15th, and 20th level, the sphere wizard may select a bonus feat. This may be spent to gain an extra magic talent, an item creation feat, a metamagic feat, or any feat that has casting as its prerequisite (Sphere Focus, Circle Casting, etc.). In addition, a sphere wizard may select an Arcane Discovery in place of a bonus feat.
For a complete list of Arcane Discoveries, see here: Sphere Wizard Arcane Discoveries