The Divine Remix: Cleric Kits with the Sphere System Installed

With the sphere system installed, cleric kits change to the following:

Morninglord of Lathander

MORNINGLORD OF LATHANDER: Lathander, also called the Morninglord, is the god of the spring, dawn, birth, and renewal, a god of beginning and hidden potential, a deity of conception, vitality, youth, renewal, and self-perfection. He is the commander of creativity. He is a native of the plane of Elysium, and he is on good terms with Chauntea. Lathander's symbol is a simple disk of rosy pink hue. These disks are often cut of rose quartz or similar minerals.

Lathander is a god of beginnings, and even individuals who worship other gods still offer a prayer to him at the start of a journey of endeavor. Lathander's name is invoked to seal alliances and start new ventures or companies. As a result, Lathander is very popular among the merchant classes, and has benefited accordingly.

Morninglords of Lathander can only be of Neutral Good, Lawful Good, Chaotic Good, and True Neutral alignments.

Abilities:
- Spiritual Weapon: Mace - 'Dawn's Embrace' once per day
The mace is the spiritual weapon of Morninglords of Lathander, and is wielded as if the caster had grand mastery in the weapon. The mace is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Boon of Lathander once per day
This spell lasts for 6 seconds per level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to all saving throws and gives the caster 1 extra attack per round. It also protects the recipient from level drain.
- From level 7 can cast Hold Undead once per day, as third level mage spell of the same name
- From level 9 can cast Flame Strike once per day, as fifth level cleric spell of the same name
- From level 11 can cast Heal once per day, as sixth level cleric spell of the same name
- From level 14 can cast Greater Restoration once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, creation, elemental, healing, necromantic (restorative forms only), plant, sun, thought, wards, weather
- Minor access to the spheres of combat, divination, guardian, time
- No access to the spheres of animal, chaos, law, numbers, protection, summoning, travelers, war

Watcher of Helm

WATCHER OF HELM: The god of guardians and protectors, Helm is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps. Helm is ever-vigilant, and embodies the spirit of lawful neutrality. Helm makes his home on the clockwork plane of Nirvana, in a region separate from Mystra. Helm's Symbol is an open eye painted onto a gauntlet.

Helm teaches that one must be ever vigilant, ever aware, ever prepared for one's enemies. He also serves those who stand, wait and watch carefully. Careful planning will always defeat rushed actions in the end.

Watchers of Helm can only be of Lawful Neutral, Lawful Good, True Neutral, and Lawful Evil alignments.

Abilities:
- Spiritual Weapon: Bastard Sword - 'Ever Watchful' once per day
The bastard sword is the spiritual weapon of Watchers of Helm, and is wielded as if the caster had grand mastery in the weapon. The bastard sword is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Glyph of Warding once per day, as third level cleric spell of the same name
- From level 7 can cast Farsight once per day, as fourth level cleric spell of the same name
- From level 9 can cast Protection From Normal Weapons once per day, as fifth level mage spell of the same name
- From level 11 can cast True Seeing once per day, as fifth level cleric spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, combat, divination, guardian, protection, sun, wards
- Minor access to the spheres of creation, elemental, healing, war
- No access to the spheres of animal, charm, chaos, law, necromantic, numbers, plant, summoning, thought, weather

Stormlord of Talos

STORMLORD OF TALOS: Talos is the destructive force of nature. He is the god of storms, forest fires, earthquakes, tornadoes, and general destruction. He makes his home in the aptly named plane of Pandemonium. He attracts the destroyer, the raider, the looter, and the brigand among his followers. Talos' symbol is three lightning bolts, each a separate color, radiating from a central point.

Talos the Destroyer is the dark side of nature, the uncaring and destructive force that lays waiting to strike at any time. Talos is more feared than worshipped, which seems to account for his great popularity as much as anything. The church of Talos exults in the wild destruction of nature at its fiercest, trusting to its own luck and the favor (or ill-favor) of the god to protect it. Church members tend to be fatalistic in nature as a result--almost self-destructive. However, clerics of Talos wish to take as many others with them as possible.

Stormlords of Talos can only be of Chaotic Evil, Chaotic Neutral, and Neutral Evil alignments.

Abilities:
- Spiritual Weapon: Half-Spear - 'Fury of Talos' once per day
The Half-Spear is the spiritual weapon of Stormlords of Talos, and is wielded as if the caster had grand mastery in the weapon. The Half-Spear is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds and can be used once per day.
- Innate electrical resistance of 1% per level
- Destructive Blow once per day
Once per day, a Stormlord can focus the destructive wrath of Talos in combat. This spell grants the Stormlord +2 to damage and +2 to hit for one round per level, up to 20 rounds.
- From level 7 can cast Storm Shield once per day
This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold and normal missiles
- From level 9 can cast Cloudkill once per day, as fifth level mage spell of the same name
- From level 11 can cast Chain Lightning once per day, as sixth level mage spell of the same name
- From level 14 can cast Earthquake once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, animal, astral, chaos, combat, elemental, healing, necromantic, summoning, war, weather
- Minor access to the spheres of creation, divination, protection, time
- No access to the spheres of charm, guardian, law, numbers, plant, sun, thought, travelers, wards

Silverstar of Selûne

SILVERSTAR OF SELÛNE: Selûne (pronounced: seh-loon-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

Non-evil lycanthropes honor Selûne as the master of their fate as do astrologers and fortune tellers. Selûne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors.

Selûne's clerics, called Silverstars of Selûne, are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and non-shapechangers, and they protect the weak and the oppressed everywhere. They cannot abide slavery, and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. They deal with lunar energies and phenomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the goddess's wishes.

Silverstars of Selûne can only be of Chaotic Good, Neutral Good, and Chaotic Neutral alignments

Abilities:
- Spiritual Weapon: Mace - 'Moon's Hand' once per day
The Moon's Hand is the spiritual weapon of Silverstars of Selûne, and is wielded as if the caster had grand mastery in the weapon. The Moon's Mace is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Infravision
- Can cast Moon Shield once per day
Upon casting this spell, the Silverstar receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.
- From level 7 can cast Free Action once per day, as fourth level cleric spell of the same name
- From level 9 can cast Sunfire once per day, as fifth level mage spell of the same name
- From level 11 can cast Summon Air Elemental once per day, as sixth level mage spell of the same name
- From level 14 can cast Protection From The Elements once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, animal, astral, combat, divination, guardian, healing, necromantic, numbers, summoning, sun, travelers, weather
- Minor access to the spheres of charm, elemental, plant, wards
- No access to the spheres of chaos, creation, law, protection, thought, time, war

Nightcloak of Shar

NIGHTCLOAK OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

Shar's mortal enemy is the goddess Selûne and the two fight on a number of levels throughout their immortal lives. There is a continual war between the two faiths and jihads against Selûne and her followers are common where Shar is strong.

Clerics of Shar are called Nightcloaks. They exist outside the standard church hierarchy. Shar has no main temple, but instead has a scattering of cells and secretive places throughout the Realms. The Nightcloaks of Shar serve as contacts, messengers, and enforcers of the Dark Lady's will.

Nightcloaks of Shar can only be of Neutral Evil, Lawful Evil, Chaotic Evil, and True Neutral alignments.

Abilities:
- Spiritual Weapon: Chakram - 'Disc of Night' once per day
The Disc of Night is the spiritual weapon of Nightcloaks. The chakram is treated as a returning dart and is wielded as if the caster had grand mastery in the weapon. The chakram is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Immune to all forms of Blindness.
- From level 7 can cast Confusion once per day, as fourth level mage spell of the same name
- From level 9 can cast Feeblemind once per day, as fifth level mage spell of the same name
- From level 11 can cast Invisible Stalker once per day, as sixth level mage spell of the same name
- From level 14 can cast Power Word, Stun once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, combat, divination, guardian, necromantic, protection, and thought
- Minor access to the spheres of creation, elemental and healing
- No access to the spheres of animal, chaos, law, numbers, plant, summoning, sun, war, wards and weather

Holy Strategist of the Red Knight

HOLY STRATEGIST OF THE RED KNIGHT: Holy Strategist is the name by which a cleric of the Red Knight is known, and it is an apt title indeed. By devoting themselves to mastering military tactics and strategy, these militant clerics hone their minds and bodies into the deadliest weapons in Faerun. So impressive is their reputation that armies outnumbering their foes three to one have been known to surrender upon learning that a Holy Strategist leads the opposing force.

Collectively, the clerics of the Red Knight are referred to as the Red Fellowship. Many members serve as high-ranking commanders in armies throughout Faerun, often personally leading elite "special forces" units. Others who are not directly in the employ of the church serve as instructors at military academies or as quartermasters in charge of keeping the troops on the front line fed and supplied. When they are not in battle, Holy Strategists wear flowing robes of red accented with white.

Holy Strategists of the Red Knight can only be of Lawful Good, Lawful Neutral, and Lawful Evil alignments.

Abilities:
- Spiritual Weapon: Longsword - 'Checkmate' once per day
The Checkmate is the spiritual weapon of Holy Strategists, and is wielded as if the caster had grand mastery in the weapon. The Checkmate is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Can cast Infravision, Clairvoyance, and Wizard Eye as divine spells
- At 13th level, Holy Strategists can make two melee attacks per round
- From level 7 can cast Haste once per day, as third level mage spell of the same name
- From level 9 can cast Defensive Harmony once per day, as fourth level cleric spell of the same name
- From level 11 can cast Mass Cure once per day, as fifth level cleric spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, combat, divination, guardian, healing, law, protection, war
- Minor access to the spheres of necromantic, summoning, thought, travelers, wards
- No access to the spheres of animal, astral, chaos, creation, elemental, numbers, plant, sun, time, weather

Battleguard of Tempus

Whether the original Beamdog kit, or the one from The Divine Remix, the kit gets updated to:

BATTLEGUARD OF TEMPUS: Tempus is the Realms' god of war, the Lord of Battle, the Foehammer. He is random in his favors, yet his chaotic nature favors all sides equally. He may be on an army's side on one day and against them the next. Such is the nature of war as embodied by Tempus.

The dress of the priest of Tempus is armor, battle-worn and battered. In more civilized regions this has been replaced by a steel skullcap, but the message is the same--these are warrior priests. Their place is in the trenches with the troops, urging them onwards. Priests of Tempus may be found on both sides of a conflict, as none can ever truly know who the war god will favor.

Battleguards of Tempus can only be of Chaotic Neutral, Chaotic Good, True Neutral, and Chaotic Evil alignments

Abilities:
- Spiritual Weapon: Battleaxe - 'Battle Prowess' once per day
The Battle Prowess battleaxe is the spiritual weapon of Battleguards, and is wielded as if the caster had grand mastery in the weapon. The Battle Prowess is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Can place two proficiency stars in any melee weapon a cleric can use.
- Can go into a Berserker Rage once per day
- From level 7 can cast Holy Power once per day, as fourth level cleric spell of the same name
- From level 9 can cast Chaos once per day, as fifth level mage spell of the same name
- From level 11 can cast Tenser's Transformation once per day, as sixth level mage spell of the same name
- From level 14 can cast Sphere of Chaos once per day, as seventh level mage spell of the same name
- Cannot be proficient in ranged weapons

Sphere Access:
- Major access to the spheres of animal, combat, chaos, divination, elemental, necromantic, protection, and war
- Minor access to the spheres of all, guardian, healing, summoning, sun, wards and weather
- No access to the spheres of charm, creation, law, numbers, plant and thought

Painbearer of Ilmater

PAINBEARER OF ILMATER: Ilmater is the Crying God, the god of endurance, suffering, martyrdom, and perseverance. It is he who offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated. In early days Ilmater's symbol was a blood stained rack, but of late a set of white hands bound by a blood red cord is used. The latter symbol has increased Ilmater's popularity in the world at large. Ilmater dwells in the Twin Paradises.

The followers of Ilmater are often perceived as being intentional sufferers, but in reality they offer a great deal along the "pure clerical" nature of healing and recovery to those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body. Ilmater's priests are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the oppressed, and the poor. They dress simply in gray, with gray skullcaps (blood red for the higher ranks).

Painbearers of Ilmater can only be of Lawful Good, Neutral Good, and Lawful Neutral alignments.

Abilities:
- Spiritual Weapon: Fist - 'Hand of Ilmater' once per day
The Hand of Ilmater is the spiritual weapon of Painbearers. The Hand of Ilmater does 1d6 base damage and is treated as if the caster is a grand master. The Hand of Ilmater is treated as a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The Hand of Ilmater lasts for one round per level of the caster, up to 20 rounds.
- Can Lay On Hands once per day
- From level 7 can cast Neutralize Poison once per day, as fourth level cleric spell of the same name
- From level 9 can cast Ilmater's Endurance once per day
The Painbearer draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the Painbearer, the cleric gains +2 to saves, doubles HP, is immune to panic and disease, and will stand firm in the face of any charge or force.
- From level 11 can cast Heal once per day, as sixth level cleric spell of the same name
- From level 14 can cast Regeneration once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, creation, guardian, healing, law, necromantic, protection, and travelers
- Minor access to the spheres of combat, elemental, summoning, sun, wards, and weather
- No access to the spheres of animal, astral, chaos, divination, numbers, plant, thought, time, and war

Firewalker of Kossuth

FIREWALKER OF KOSSUTH: Kossuth, Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.

Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

Firewalkers of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. They can be members of any race. They dress in whatever their faction deems appropriate for the representation of their god. This is usually robes and long capes in reds, yellows, and oranges.

Abilities:
- Spiritual Weapon: Flail - 'Tendril of Flame' once per day
The flail is the spiritual weapon of Firewalkers of Kossuth, and is wielded as if the caster had grand mastery in the weapon. The flail is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Has 2% fire resistance per level.
- From level 7 can cast Fireshield: Red once per day, as the fourth level mage spell of the same name
- From level 9 can cast Sunfire once per day, as the fifth level mage spell of the same name
- From level 11 can cast Conjure Fire Elemental once per day, as the sixth level cleric spell of the same name
- From level 14 can cast Delayed Blast Fireball once per day, as the seventh level mage spell of the same name

Sphere access:
- Major access to all, combat, elemental fire, healing, summoning, and sun
- Minor access to divination, elemental air, elemental earth, protection, and war
- No access to the spheres of animal, astral, charm, chaos, creation, elemental water, guardian, law, necromantic, numbers, plant, time, thought, travel, wards, and weather

Authlim of Iyachtu Xvim

AUTHLIM OF IYACHTU XVIM: Iyachtu Xvim is said to the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. Another tale says he is the spawn of the Black Lord and a corrupted Paladin. Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes.

Xvim was imprisoned under Zhentil Keep during the Time of Troubles, where he was held for ten years. He managed to free himself when Zhentil Keep fell during the Cyrinishad fiasco, where he also managed to steal the portfolios of Tyranny and Hatred away from Cyric. He is now the god of Fear, Hatred, Malice, and Tyranny. He is working toward fully taking the place of his father, Bane, which makes him a bitter enemy of Cyric. His following is strongest in the East, particularly in Thay, but his priesthood is rapidly spreading throughout the Realms. His priests favor black robes trimmed with dark green. They also wear black iron gauntlets with glowing green eyes painted on the back of the hand. These gauntlets are actually the priests' holy symbols of Xvim.

Authlims of Xvim can be members of any race. They can only be of Lawful Evil, Lawful Neutral or Neutral Evil alignment.

Abilities:
- Spiritual Weapon: Scimitar - 'Scimitar of Souls' once per day.
The scimitar is the spiritual weapon of the Authlim of Iyachtu Xvim, and is wielded as if the caster had grand mastery in the weapon. It is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Immune to Fear.
- From level 7 can cast Greater Malison once per day, as fourth level mage spell of the same name
- From level 9 can cast Lower Resistance once per day, as fifth level mage spell of the same name
- From level 11 can cast Death Spell once per day, as sixth level mage spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name
- The Authlim may only cast his curative spells on himself, not others. Xvim and his Authlim despise weakness and do not help those in need.

Sphere access:
- Major access to the spheres of all, combat, divination, guardian, healing, necromantic, summoning and war
- Minor access to the spheres of charm, creation, elemental, and law
- No access to the spheres of animal, chaos, numbers, plant, protection, wards and weather

Lorekeeper of Oghma

LOREKEEPER OF OGHMA: Oghma is the god of knowledge and invention, the Binder of What is Known, and the Patron of Bards. He is the most powerful god of knowledge in the Realms (second if you consider magical ability as knowledge, with Mystra at its head). Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors.

Oghma's followers believe that knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

Lorekeepers of Oghma can be of any race and alignment.

Abilities:
- Spiritual Weapon: Longsword - 'Mortal Strike' once per day
The longsword is the spiritual weapon of Lorekeepers of Oghma, and is wielded as if the caster had grand mastery in the weapon. The sword is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Gain a base of 10 lore/level.
- From level 7 can cast Secret Word once per day, as fourth level mage spell of the same name
- From level 9 can cast Oracle once per day, as fifth level mage spell of the same name
- From level 11 can cast Power Word: Silence once per day, as sixth level mage spell of the same name
- From level 14 can cast Ruby Ray of Reversal once per day, as seventh level mage spell of the same name

Sphere access:
- Major access to the spheres of all, astral, combat, charm, divination, elemental, guardian, healing, protection, summoning, thought and travel
- Minor access to the spheres of animals, creation, necromantic, sun and wards
- No access to the spheres of chaos, law, numbers, plant, time, war and weather

Heartwarder of Sune

HEARTWARDER OF SUNE: Sune (pronounced: sue-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

Sune herself is said to be benevolent and sometimes whimsical, alternating between deep passions and shallow flirtations. She has been romantically linked with many of the Faerûnian powers in the myths of the Realms, though she has never shown any love at all for the gods of fury, Talona, or Tempus, since their functions posit the destruction of many beautiful things, both living and inanimate. Currently, she is rumored to have been rather smitten by the noble actions of Torm at Tantras during the Time of Troubles.

Sune's specialty priests, known as Heartwarders of Sune, are aesthetes and hedonists who actively seek out pleasure and beauty in all things, and who nurture the creation of beautiful objects. They are typically found in large cities in the company of the cultural elite. Most are active patrons of the arts, and all play the role of matchmaker for persons in all levels of society. Many are employed as artists, crafters, performers, or instructors, though a few travel the world to promote beauty and love.

Heartwarders of Sune can only be of Neutral Good, Chaotic Good, and Chaotic Neutral alignments.

Abilities:
- Spiritual Weapon: Flail - 'Shock Flail' once per day
The Shock Flail is the spiritual weapon of Heartwarders of Sune, and is wielded as if the caster had grand mastery in the weapon. The Shock Flail is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- +1 Charisma
- From level 7 can cast Emotion once per day, as fourth level mage spell of the same name
- From level 9 can cast Flamestrike once per day, as fifth level cleric spell of the same name
- From level 11 can cast Mislead once per day, as sixth level mage spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, creation, divination, guardian, healing, protection, sun, thought, time
- Minor access to the spheres of combat, elemental, necromantic, summoning
- No access to the spheres of animal, chaos, law, numbers, plant, travelers, war, wards, weather

Feywarden of Corellon

FEYWARDEN OF CORELLON: The leader of the elven pantheon, Corellon Larethian (CORE-ehlon Lah-RETH-ee-yen) is said to have given birth to the entire elven race, although sometimes Sehanine or Angharradh are given credit as well. Elven lore states that the Fair Folk sprang from drops of blood Corellon shed in epic battles with Gruumsh mingled with Sehanine's (or Angharradh's) tears. The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets.

Ceremonial vestments for priests of Corellon consist of azure robes made of gossamer and embroidered with silver quarter moons. Silver circlets engraved with the Protector's symbol are worn on the brow. The holy symbol of the faith is a silver or mithral lunate pendant worn on a slender chain hung from the neck. When adventuring, Corellon's priests generally favor traditionally elven equipment in conscious imitation of their divine patron.

Feywardens of Corellon must be elves or half-elves, and may be of chaotic good, neutral good or chaotic neutral alignment.

Abilities:
- Spiritual Weapon: Longsword - 'Sahandrian' once per day
Sahandrian is the spiritual weapon of Feywardens of Corellon, and is wielded as if the caster had grand mastery in the weapon. Sahandrian is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- May place up to 2 proficiency points in weapons and maximum in fighting styles
- Gains a +1 bonus to saves vs. death
- From level 7 can cast Enchanted Weapon once per day, as fourth level mage spell of the same name
- From level 9 can cast Spell Immunity once per day, as fifth level mage spell of the same name
- From level 11 can cast Protection from Magical Weapons once per day, as sixth level mage spell of the same name
- From level 14 can cast Prismatic Spray once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, sun, war and wards
- Minor access to the spheres of animal, chaos, summoning, plant and thought
- No access to the spheres of elemental, law, numbers, time, travelers or weather

Strifeleader of Cyric

STRIFELEADER OF CYRIC: Cyric (seer-ick) is a megalomaniacal deity with an immense following. One of the three greater powers of evil on Faerûn, he is petty and self-centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. He drinks the tears of disillusioned dreamers and broken-hearted lovers. He is not above an alliance with another deity as long as he thinks he can betray the other divine power and come out ahead.

Cyric's church is pledged to spread strife and work murder everywhere in order to make folk believe in and fear the Dark Sun. It supports cruel rulers and indulges in intrigue in such a way that the world won't be overrun by wars (and thus fall under the sway of Tempus). His church is often beset by internal feuds and backstabbing, but this conflict has decreased in recent years as Cyric has gained better control of himself and has consolidated the churches of the deities whose portfolios he took over.

Strifeleaders wear black and purple robes. Silver bands, the symbol of their enslavement to Cyric, are worn on their wrists. Strifeleaders of Cyric may be of Chaotic Neutral or any Evil alignment.

Abilities:
- Spiritual Weapon: Long Sword - 'Razor's Edge' once per day
Razor's Edge is the spiritual weapon of Strifeleaders of Cyric, and is wielded as if the caster had grand mastery in the weapon. The Razor's Edge is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- May coat his weapon in poison once per day per 6 levels. Attacks made in the next round with that weapon will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). A saving throw vs. poison limits damage to 12 total.
- From level 7 can cast Dread Blast once per day
Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and confuses target for 1 round (save vs. spell at -2 to negate confusion)
- From level 9 can cast Chaos once per day, as fifth level mage spell of the same name
- From level 11 can cast Death Fog once per day, as sixth level mage spell of the same name
- From level 14 can cast Sphere of Chaos once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, combat, guardian, healing, necromantic, summoning, sun, time, war, weather
- Minor access to the spheres of divination, elemental, numbers, protection
- No access to the spheres of animal, creation, chaos, law, plant, thought, travel, wards