Spire+Wizard

Spire Wizard
also known as **Wild Wizards**


 * Role**: The frequency flows wild in the spirelands, and the rise and fall of the magic influences those who practice the art. The energy you need to cast your spells is all around you, and you can quickly gather the energy in many differing ways. Some directly tap into the frequency, others use their own stamina or power – but all for the same deadly effect.

Spire wizards have great flexibility in their craft, but this comes at a tremendous price, spire wizards cannot subtly cast spells, it is an obvious to anyone in the area. Requirements**: Spellcraft +5; Knowledge (Local - Spirelands) +5 Hindrances**: Summoning magical energy is an obvious act, unable to surprise anyone. Cannot take a familiar. Never learn to scribe scrolls May not take other meta-magic feats until they master this style All spells have a somatic component Benefits**: May use whichever is higher (Int, Con, Cha) to determine saving throws. Use no spell components until 7th level (Class level)

1st level: Concentration +1 / level. 2nd level Hear Frequency 3th level: Extended Casting I (First level spell only) 4th level: Ignore Lesser Injury 5th level: Silent Spell 6th level: Extended Casting II (Second level spell only) 7th level: Ignore Greater Injury 8th level: Craft Talisman 9th level: Extended Casting III (Third level spell only) 10th level: Recapture Spell Concentration**: Spire wizards are deeply focused on their magical craft, thus they gain +1 per level on their ability to concentrate on spellcasting. Hear Frequency**: You hear the magical frequency, and are aware of magic in all its forms at all times. You are not always able to recognize the type of magic beyond arcane, divine or psionic.

Ignore Greater Injury**: Can ignore the pain caused by significant injuries (max 50% of their hp) able to cast a spell normally without making a concentration check once a day. Extended Spell-casting I**: If able to spend one minute per spell level, a spire caster is able to slowly build up the energy before casting. By casting in this way they do not lose the magical energy impression in their minds, thus they do not lose this spell from their current spell repertoire. If a wizard is under duress, they are unable to benefit from this effect. Likewise, if they are interrupted at any point while preparing to cast, they lose the benefit and the memorized spell.
 * Ignore Lesser Injury**: Can ignore the pain caused by lesser injuries (max 25% of their hp) able to cast a spell normally without making a concentration check once a day.


 * Recapture Spell Energy**: Once per level, if able to make a Spellcraft check they are able to recapture spell energy that they have just cast. This is a full round action.

Craft Talisman**: Per Nyssian Magic feats
 * Silent Spell**: Per standard feat