Templar Magic (EAFW)

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Although templar magic comes directly from the elemental planes, templars do not have the ability to open these channels themselves. The templars must telepathically request spells from the sorcerer-king, and the monarch, in turn, taps into the elemental plane and funnels the energy into the disciple.
The kings have no pacts with the elementals, the source of their power is strange and singular. A living vortex of energy once planted its tendrils on the inner planes and was attracted to the strange metamorphosing creatures that the sorcerer-kings had become. The vortex was a living conduit of raw energy that the kings could direct, but could not control. Much to their frustration and dismay, the sorcerer-kings cannot use the vast amounts of power they receive from the inner planes, they can only redirect it to lesser beings—their templars.
The vortexes have now become extinct, but the kings have managed to keep the conduit alive much like liquid that, when siphoned through a hose, flows by means of the vacuum created. Once the reaction had begun it could only be stopped by the conscious effort of the one who had opened it. And that time is past and will never come again.
As for the elementals, they are powerless to stop the theft of their diminishing energies. They despise the dealers, but they are too detached and chaotic to identify the sorcerer-kings as the perpetrators.
==Ceremonial Powers==
Templars gain certain powers due to rank, and some due to the efforts of the sorcerer-king. Those that result from rank are ceremonial, and the templars of Tyr still possess these powers. While they usually function only within a city-state, it is not uncommon for a templar on a mission in the wastes to command those he meets like personal slaves. Of course, he must be careful, for slave tribes and others who nurture hatred for the templars won't give them time to speak before ripping their tongues from the gaping mouths of their twitching corpses.
==Secular Powers==
* A templar can order a slave to do his bidding, or pass judgement on a slave at any time. Slaves who do not follow the templar's orders can face summary execution... or worse. The owner's rank is not important
* A templar can legally enter any freeman's house when he reaches the 2nd level. The freeman has no right to refuse, and can face physical punishment, imprisonment, or even execution if he tries.
* A templar can requisition soldiers when he reaches the 3rd level. He can call up ld4 soldiers per level. The soldiers will all be 1st-level templars with one 2nd-level templar centurion. A templar can call up soldiers any time he desires, but the soldiers cannot be ordered to leave the city without the express permission of the sorcerer-king.
* A templar can accuse a freeman of disloyalty or similar crimes when he reaches the 4th level. Regardless of evidence, an accused freeman will be locked in the dungeons of the sorcerer-king for as long as the accusing templar desires.
* A templar gains access to all areas of palaces and temples when he reaches the 5th level. Before that time, templars are prohibited from entering areas such as libraries and council chambers, unless ordered there by a ranking templar or the king.
* A templar can draw upon the city treasury for official investigations when he reaches the 6th level. The number of gold pieces he can draw from the treasury is identical to the roll of a number of d10 dice equal to the templar's level, multiplied by 10, per month. A 7th-level templar rolls 7d10 and multiplies the result by 10. Few questions are asked when gold is requisitioned, provided that funds are not withdrawn more than once a month.
* A templar can pass judgement on a freeman when he reaches the 7th level. The freeman must be at least two levels lower than the templar, regardless of the freeman s class. Judgement can be in the form of a fin—a stretch of time in the dungeons, enslavement, execution, or any other punishment the templar thinks appropriate. Failure to comply makes the freeman an outlaw who, if caught, will be executed. There need be no real evidence.
* A templar can accuse a noble when he reaches the 10th level. Similar to the ability of the templar to accuse freemen, this permits a templar to take action against the nobility on behalf of the sorcerer-king.
* A templar can pass judgement on a noble when he reaches the 15th level. The noble must be at least two levels lower than the templar.
* A templar can grant a pardon to any condemned man when he reaches the 17th level. Only the sorcerer-king himself can nullify these pardons.
==Granted Powers and Spells==
These abilities come directly through the sorcerer-kings, who siphon energy from the elemental planes. A templar whose king has died or has become otherwise ineffective does not gain these powers.
To recharge their spells, a cleric must be in good favor with his ruler (or at least not in disfavor), and pray to him for the standard amount of time. Templars on assignment outside the city also have a telepathic link with the king, but the link is only open wide enough for them to channel their spells through him. It is only through spells or psionic abilities that a templar can communicate with his master. Whatever he has to say better be good—the sorcerer-kings don't like being bothered, and they certainly don't like their minions inside their heads. Templars have major access to all elemental and cosmos spells, they have no access to the paraelemental schools. Ioung and aggressive templars tend to pick spells of fire and earth, because these are the most helpful in combat. Wiser templars, advisors of the sorcerer-kings, will almost always have spells of the divinatory air sphere, with a few healing spells from the sphere of water.
Templars may utilize the sorcerer-king's libraries, allowing them to make scrolls at the 6th level and potions at the 8th.
Templars have power over the undead, but only as for evil priests and undead in the Player's Handbook.