Speciality Priests

This documents the (IWD versions of) the 23 new priest kits introduced into the game by Talents of Faerun, along with the 5 existing kits in their ToF forms.

Auril (Icepriest)

Auril (pronounced: AWE-ril), also known as The Cold Goddess, The Frostmaiden, and the Goddess of Winter, is a fickle, vain, and evil deity. She is feared and worshipped in order to hold off the depradations of the harsh winters with which she threatens Faerûn. Trappers, miners, and settlers in the North, some barbarians and inhabitants of the Great Glacier, and residents of the lands crouching at any glacier's edge revere her and honor her in attempts to placate her cold fury come winter time.

Clergy of Auril seek to make all folk fear their goddess and her priests through the fury of the winter weather. They also try to make themselves personally wealthy and influential by carrying out tasks that others cannot in the worst winter weather and by magically protecting those who pay or obey from the worst winter conditions.

Advantages

  • May learn priest spells from these spheres: Air, All, Divination, Divine, Earth, Evil, Healing, Necromantic, Protection, Summoning, Wards, Water.
  • May learn the following spells as priest spells: Ice Knife (1st level), Icelance (3rd level).
  • 50% resistance to cold damage. This rises to 75% at 4th level and 100% at 8th level.
  • 5th level: May cast Ice Storm once per day, as the 4th level mage spell. An additional use is gained at level 11 and every 6 levels thereafter.
  • 7th level: May cast Cone of Cold once per day, as the 5th level mage spell. An additional use is gained at level 13 and every 6 levels thereafter.
  • 9th level: May cast Conjure Ice Paraelemental once per day.
    CONJURE ICE PARAELEMENTAL: The caster opens a special gate to the Paraelemental Plane of Ice and calls forth a powerful ice paraelemental bound to the service of Auril. The strength of the paraelemental depends on the power of the caster: initially, an 8-HD paraelemental is summoned, but this increases to 12HD at 13th level, to 16HD at 17th level, and to a maximum of 24HD at 21st level. The paraelemental will obey the commands of the priest, but the priest does not have to concentrate on it to control it, leaving him/her free to perform other actions while the ice paraelemental turns its enemies to frozen shards. The paraelemental will last until the spell duration expires or the paraelemental is slain.

Disadvantages

  • Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil.

Azuth (Magistrate)

Azuth (pronounced: Ah-ZOOTH) is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all magic. Azuth is Mystra's servant, friend, and advisor.

Followers of Azuth feel that reason is the best way to approach magic, and that it may be examined and reduced to its component parts through study and meditation. Calm and caution are the watchwords of Azuthan clergy members as they strive to avoid mistakes that even magic cannot undo. They are taught to use Art (magic) wisely and to be always mindful of when it is best not to use magic.

Advantages

  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Necromantic, Protection, Wards, Water.
  • 3rd level: May cast Magic Missile once per day, as the 1st level mage spell. An additional use is granted at 7th level and every 4 levels thereafter.
  • 5th level: May cast Lightning Bolt once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 7th level: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 13th level and every 6 levels thereafter.
  • 9th level: May cast Mordenkainen's Force Missiles once per day, as the 4th level mage spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • Alignment restricted to Lawful Good, Lawful Neutral, True Neutral, Chaotic Neutral, and Lawful Evil.

Baervan (Fastpaw)

Baervan (pronounced: BAY-ur-van) Wildwanderer, also known as The Forest Gnome, is a deity of outdoors, of forest-dwelling gnomes and their communities, and also of thievery. He is a good-natured god of mischief, and a friend of several sylvan deities and races.

Baervan's priests are concerned with the protection of nature, and the driving off of evil creatures. They are most commonly found in outdoors gnomish communities.

Advantages

  • May learn priest spells from these spheres: Air, All, Animal, Charm, Divination, Divine, Fey, Good, Healing, Moon, Plant, Protection, Water.
  • May cast Barkskin once per day, as the 2nd level priest spell except that only the Fastpaw can be affected. An additional use is gained at 7th level and every 6 levels thereafter.
  • 3rd level: Immune to the Entangle spell and similar effects.
  • 5th level: May cast Animal Summoning I once per day, as the 4th level priest spell. At 7th level this becomes Animal Summoning II and at 9th level, Animal Summoning III.
  • 7th level: May cast Improved Invisibility once per day, as the 4th level mage spell except that only the Fastpaw can be affected. An additional use is gained at 14th level and every 7 levels thereafter.

Disadvantages

  • Race restricted to gnome, elf or half-elf.
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.

Bane (Dreadmaster)

The most feared and reviled deity in the Forgotten Realms, Bane is the lord of strife, hatred, and tyranny. His followers fight each other almost as much as enemy faiths, which is one of the prime reasons their devious priesthood has not dominated the Realms.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divine, Evil, Healing, Necromantic, Protection, Summoning.
  • May learn the following spells as priest spells: Horror (2nd level).
  • Immunity to fear effects.
  • 5th level: May cast Cloak of Fear once per day, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level: May cast Greater Malison once per day, as the 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter.
  • 9th level: May cast Control Undead once per day, as the 6th level wizard spell. An additional use is gained at 14th level and every 5 levels thereafter.
  • 12th level: May cast Symbol of Fear once per day, as the 7th level priest spell. An additional use is gained at 17th level and every 5 levels thereafter.

Disadvantages

  • Alignment restricted to Lawful Evil, Neutral Evil or Chaotic Evil.

Bhaal (Deathstalker)

Bhaal (pronounced: Bahl) is the god of death, particularly of slaying, assassination, and violent death. The Lord of Murder is venerated by numerous assassins, violent mercenaries, and other brutal and fiendish killers.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Necromantic, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Vampiric Touch (3rd level), Death Spell (6th level).
  • May coat his/her weapon in poison once per day, as detailed below. An additional use is gained at level 7 and every 6 levels thereafter.
    POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:
    • 1st: Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
    • 5th: Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
    • 9th: Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
    • 13th: Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)
  • 7th level: May cast Dread Blast once per day, as detailed below. An additional use is gained at level 12 and every 5 levels thereafter.
    DREAD BLAST: the priest creates 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).
  • 10th level: May cast Invisible Stalker once per day, as the 6th level wizard spell.
  • 12th level: May cast Finger of Death once per day, as the 7th level cleric spell.

Disadvantages

  • Alignment restricted to Lawful Evil, Neutral Evil, and Chaotic Evil.

Clangeddin (Valiant One)

Clangeddin (pronounced: KLAN-gehd-din) Silverbeard is the dwarven deity of battle and honour in warfare. He is known as the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same.

Priests of Clangeddin are known as 'Alaghor', which roughly translates as 'valiant ones' or 'those who display valor in battle'.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Good, Healing, Protection, Wards.
  • May cast Command twice per day, as the 1st level priest spell. An additional use is gained at level 10 and every 10 levels thereafter.
  • 3rd level: May cast Dispel Magic once per day, as the 3rd level priest spell. An additional use is gained at level 9 and every 6 levels thereafter.
  • 5th level: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at level 11 and every 6 levels thereafter.
  • 7th level: May cast Champion's Strength once per day, as the 5th level priest spell.

Disadvantages

  • Race restricted to dwarf.
  • Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.

Corellon (Feywarden)

The leader of the elven pantheon, Corellon Larethian (pronounced: 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.

Advantages

  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Protection, Sun, Wards, Water.
  • +2 AC vs spiders.
  • 3rd level: May cast Chromatic Sphere once per day, as the 1st level mage spell. An additional use is gained at 9th level and every 6 levels thereafter.
  • 7th level: May cast Flame Arrow once per day, as the 3rd level mage spell. An additional use is gained at 13th level and every 6 levels thereafter.
  • 11th level: May cast Prismatic Spray once per day, as the 7th level mage spell.

Disadvantages

  • Race restricted to elf or half-elf.
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.

Gruumsh (Bloodspear)

Gruumsh (pronounced: GROOMSH) is the undisputed head of the pantheon of the orcs. He is a fearsome, brutal god who revels in warface, and ever seeks new territory for his race. Gruumsh has an abiding hatred for the elves after the elvish deity Corellon Larethian defeated him in battle, and seeks to have his people raze and destroy elvish homelands wherever possible.

Priests of Gruumsh spread his worship through inspiration, fear, and iron rule.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divine, Earth, Evil, Fire, Healing, Necromantic, Protection, Summoning.
  • +1 to hit against elves.
  • May cast Aid once per day, as the 2nd level priest spell. An additional use is gained at 7th level and every 6 levels thereafter.
  • 3rd level: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter.
  • 5th level: May cast Spear of Gruumsh once per day, as detailed below. An additional use is gained at 11th level and every 6 levels thereafter.
    SPEAR OF GRUUMSH: This spell creates an enchanted spear which travels from the caster to a specified point 100 ft. in the distance. Any creatures in the spear's path take 5d4 points of piercing damage plus 2 points of damage per level of the caster (maximum of +30). Victims can save vs. Spell for half damage.
  • 7th level: May cast Champion's Strength once per day, as the 5th level priest spell.

Disadvantages

  • Alignment restricted to Chaotic Neutral, Neutral Evil and Chaotic Evil.

Helm (Watcher)

Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent.

Advantages

  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Protection From Normal Missiles (3rd level), Protection From Normal Weapons (5th level), Oracle (5th level), Protection From Magical Weapons (6th level), Mantle (7th level).
  • 3rd level: May cast Glyph of Warding once per day. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level: May cast Seeking Sword once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
    SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is considered a +4 weapon for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster.
  • 7th level: May cast Truesight once per day. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages

  • Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.

Ilmater (Painbearer)

Ilmater (pronounced: Ihl-MAY-ter) 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.

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).

Advantages

  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards.
  • Immune to (most) effects that cause pain - while the character feels the pain, he/she can endure it without affecting his/her actions.
  • May cast Remove Fear once per day, as the first level priest spell. An additional use is gained at 5th level and every 4 levels thereafter.
  • 3rd level: May cast Favor of Ilmater once per day, as the third level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 7th level: can cast Ilmater's Endurance once per day, as detailed below.
    ILMATER'S ENDURANCE: The caster draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the caster, the caster gains +2 to saves, doubles HP, is immune to panic and disease, and will stand firm in the face of any charge or force.
  • 9th level: can cast Heal once per day, as the sixth level priest spell. An additional use is gained at 15th level and every 6 levels thereafter.

Disadvantages

  • Alignment restricted to lawful good, neutral good, and lawful neutral.

Kossuth (Firewalker)

Kossuth (pronounced: Koh-SOOTH), 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.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fire, Healing, Protection, Sun, Wards.
  • May learn the following spells as priest spells: Burning Hands (1st level).
  • 25% fire resistance, increasing by 2% per level.
  • 3rd level: May cast Combust once per day, as the 2nd level mage spell. An additional use is granted at 9th level and every 6 levels thereafter.
  • 5th level: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 7th level: May cast Fire Shield (red) once per day, as the 4th level mage spell. An additional use is granted at 13th level and every 6 levels thereafter.
  • 9th level: May summon an 8HD Fire Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21.

Lathander (Morninglord)

Lathander (pronounced: Lah-THAN-der) is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards.
  • 3rd level: May cast Hold Undead once per day. An additional use is gained at 8th level and every 5 levels thereafter.
  • 7th level: May cast Boon of Lathander once per day, as detailed below. An additional use is gained at 11th level and every 4 levels thereafter.
    BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain.
  • 9th level: May cast False Dawn once per day. An additional use is gained at 14th level and every 5 levels thereafter.

Disadvantages

  • Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.

Lolth (Priestess)

Lolth, the Queen of the Spiders, is the principal deity of the drow race. Her priestesses rule drow society and no drow deity dares to oppose her.

The priesthood of Lolth is exclusively female, and is organized into noble houses, with the highest-level priestess ruling the house. The priesthood are the absolute rulers in Lolth's name. They are manipulative, fear-engendering, and very powerful.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Evil, Healing, Necromantic, Protection, Wards.
  • May learn the following spells as priest spells: Spider Spawn (4th level).
  • May learn the following additional priest spells: Web of Lolth (2nd level, variant of Web that does not affect drow or worshippers of Lolth), Summon Spiders (3rd level, variant of Summon Insects), Spider Swarm (5th level, variant of Insect Plague), Creeping Doom (7th level; summons spiders rather than insects).
  • 5th level: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is gained at 11th level and every 6 levels thereafter.
  • 8th level: May cast True Seeing once per day, as the 5th level priest spell. An additional use is gained at 16th level and every 8 levels thereafter.
  • 10th level: May cast Mental Domination once per day, as the 4th level priest spell. Males have a -4 penalty to their saving throw.

Disadvantages

  • Race restricted to elf or half-elf.
  • Alignment restricted to Chaotic Neutral, Neutral Evil, or Chaotic Evil.
  • Must be female.

Malar (Talon)

Malar(pronounced: MAH-larr) the Beastlord is the god of the savage wild. He is worshipped by hunters who revel in the kill or who hunt for sport or to excess, evil rangers, sentient carnivores, and lycanthropes. Those who suffer the depradations of wild beasts attempt to placate the Beastlord with offerings of freshly killed and bloody meat, but Malar rarely recognizes their entreaties. In his more favorable aspects he is revered by beings who identify with the untamed nature, grace, and amorality of predators.

Worship of Malar centers around the hunt and tends to consist of personal prayers to the Beastlord offered before the chase, during pursuit, and while drinking a toast over the slain quarry.

Advantages

  • May learn priest spells from these spheres: All, Animal, Charm, Combat, Divination, Divine, Healing, Plant, Protection, Sun, Wards.
  • 3rd level: May cast Beast Claw once per day, as the 2nd level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level: Gain immunity to charm and sleep effects.
  • 7th level: When using Beast Claw, Strength increases to 18/00 (rather than 18/76) and the priest gains 5 attacks per 2 rounds (rather than 2 attacks per round).
  • 9th level: May cast Animal Rage once per day, as the 5th level priest spell. An additional use is gained at 15th level and every 6 levels thereafter.
  • 11th level: When using Beast Claw, Strength increases to 19 (rather than 18/76) and the priest gains 3 attacks per round (rather than 2).

Disadvantages

  • Alignment must be Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil.

Mask (Demarch)

Mask, the god of thieves, is a self-possessed and confident deity fond of complex plans and intricate plots. He is wary, but cool, never losing his temper, and he always seems to be holding back a mocking comment.

Mask’s church is essentially similar to a network of thieves’ guilds. In large cities with several guilds, his temple is often connected to each thieves’ guild by secret tunnels and is considered neutral ground for meetings by all. A wealthy religion, the church of Mask uses its resources to pay agents, sway agreements, and manipulate people. Its members spend their time nurturing plots and supporting thieves’ guilds and individual thieves.

Advantages

  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Evil, Healing, Moon, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Sleep (1st level), Invisibility (2nd level), Non-Detection (3rd level), Improved Invisibility (4th level), Shadow Door (5th level), Power Word, Silence (6th level), Mass Invisibility (7th level).
  • 3rd level: May cast Knock once per day, as the 2nd level mage spell. An additional use of this power is gained at 7th level and every 4 levels thereafter.
  • 7th level: May cast Shadow Monsters once per day, as the 4th level mage spell. This is replaced by Demi-Shadow Monsters at 11th level and by Shades at 13th level.
  • 9th level: May cast Shadow Door once per day. An additional use of this power is gained at 15th level and every 6 levels thereafter.

Disadvantages

  • Alignment restricted to Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil.

Moradin (Forgemaster)

Moradin (pronounced: MOR-a-din) is the chief deity of the dwarves - a harsh but fair judge, he is strength and force of will embodied. His followers have an active role in guiding the morals of dwarven communities; they emphasize his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing both in these tasks and in their battles against orcs and other enemies of the dwarves.

Advantages

  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Earth, Fire, Good, Healing, Protection, Wards.
  • 3rd level: May cast Enchanted Weapon once per day, as the fourth level mage spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level: May cast Prayer once per day, as the third level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level: May cast Stoneskin once per day, as the fourth level mage spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages

  • Race restricted to dwarf.
  • Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.

Myrkul (Gray One)

Myrkul (pronounced: MER-kul) is the god of the dead. He has a cold, malignant intelligence, and is never known to be other than coldly amused when a mortal succeeds in avoiding his chosen fates. Mykul takes care that all mortals think of him often - he is even known to materialize beside open graves, scythe in hand, just to gaze around at gathering mourners for a few seconds before fading away, to remind everyone that he is waiting for them all.

The faith of Myrkul is not popular, nor is its priests numerous. Myrkulite priests tend to be morbid loners.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Necromantic, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Chill Touch (1st level), Ghoul Touch (2nd level), Skull Trap (3rd level), Soul Eater (6th level), Create Boneguard (7th level).
  • +2 to Command Undead.
  • 3rd level: May cast Animate Dead once per day, as the 3rd level cleric spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 7th level: Gains permanent Negative Plane Protection.
  • 9th level: May cast Dolorous Decay once per day, as the 6th level cleric spell.
  • 12th level: May cast Wither once per day, as the 7th level cleric spell.

Disadvantages

  • Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil.

Mystra (Dweomerkeeper)

Mystra (pronounced: MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic.

Mystra's priests work hard to preserve all magical lore in secret libraries, private safeholds, well-guarded research laboratories, and small, hidden stashes so that magic flourishes in the future regardless of what befalls the thinking races of Faerûn or the powers of the planes. Mystrans also search out beings skilled in spell use, seeking to keep watch on the identities, powers, and behavior of individuals likely to become magic wielders of importance.

Advantages

  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Moon, Necromantic, Protection, Summoning, Sun, Wards, Water.
  • May learn the following spells as priest spells: Shield (1st level), Vocalize (2nd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Seven Eyes (7th level).
  • +1 to saving throws against spells from any school of magic.
  • Unaffected by (most) wild-magic and dead-magic areas.
  • 3rd level: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
  • 5th level: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 9th level: May cast Spell Turning once per day, as the 7th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil.

Oghma (Lorekeeper)

Oghma (pronounced: OGG-mah) 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 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.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Good, Healing, Necromantic, Protection, Summoning, Wards.
  • Gains a base of 10 lore/level.
  • May cast Identify once per day. Gains an additional use at level 5 and every 4 levels thereafter.
  • 5th level: May cast Secret Word once per day. Gains an additional use at level 10 and every 5 levels thereafter.
  • 9th level: May cast Pierce Magic once per day. Gains an additional use at level 14 and every 5 levels thereafter.

Selûne (Silverstar)

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.

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.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Moon, Protection, Summoning, Wards.
  • May learn these additional cleric spells: Alicorn Lance, Healing Mist.
  • +2 bonus to Armor Class against werewolves and other lycanthropes.
  • 3rd level: May cast Moonblade once per day, as the 3rd level priest spell. An additional use of this power is gained at 8th level and every 5 levels thereafter.
  • 5th level: May cast Free Action once per day, as the 4th level priest spell but with a target of self only. An additional use of this power is gained at level 11 and every 6 levels thereafter.
  • 9th level: May cast True Seeing once per day, as the 5th level priest spell. An additional use of this power is gained at level 15 and every 6 levels thereafter.

Disadvantages

    Alignment restricted to chaotic good, neutral good, and chaotic neutral.

Shar (Nightcloak)

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.

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.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Remove Magic (3rd level), Shadow Door (5th level), Power Word, Silence (6th level), Power Word, Stun (7th level).
  • Immune to all forms of blindness.
  • 3rd level: May cast Blindness once per day, as the 2nd level mage spell. An additional use is granted at 9th level, and every 6 levels thereafter.
  • 6th level: May cast Dark Bolt once per day, as detailed below.
    DARK BOLT: This spell creates small chakrams in the casters hand (one per level of the caster). These chakrams can be hurled, causing silence for one round on a failed save vs. spell on the target creature and causing 2d4 cold damage. Undead creatures must also make a save vs. paralyzation or be held for one round.
  • 9th level: May cast Confusion once per day, as the 4th level mage spell. An additional use is gained at 17th level and every 8 levels thereafter.
  • 13th level: May cast Power Word: Blind once per day, as the 8th level mage spell.

Disadvantages

  • Alignment restricted to True Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil.

Sune (Heartwarder)

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's speciality 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.

Advantages

  • +2 Charisma
  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Fire, Good, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Friends (1st level).
  • May learn Charm Person or Mammal (2nd level) as a priest spell.
  • May cast Sune's Charm once per day (it functions as Charm Person, with no bonus or penalty to saving throws). An additional use is gained at 7th level and every 6 levels thereafter.
  • 5th level: May cast Veil of Djalice once per day, as described below. An additional use is gained at level 13 and every 8 levels thereafter.
    VEIL OF DJALICE: The caster temporarily augments his/her beauty to unearthly levels, boosting effective charisma to 20 and forcing any hostiles to save vs. spell at -2 or be dire charmed for six rounds.
  • 7th level: May cast Flame Strike once per day. An additional use is gained at level 12 and every 5 levels thereafter.
  • 9th level: May use Emotion: Hope once per day and Emotion: Hopelessness once per day.
  • 12th level: May use Mantle once per day.

Disadvantages

  • Alignment restricted to neutral good, chaotic good, and chaotic neutral.

TYR (Holy Justice)

TEER) is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. The crusaders of Tyr are a holy order of knights in his service.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Detect Invisibility (2nd level).
  • May cast Divine Favor once per day, as detailed below. An additional use is gained at 6th level and every 5 levels thereafter.
    DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
  • 3rd level: May cast Hold Person once per day. An additional use is gained at 7th level and every 4 levels thereafter.
  • 5th level: May cast Exaltation once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
    EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
  • 11th level: May cast Holy Word once per day.

Disadvantages

  • Alignment restricted to lawful good, neutral good, or lawful neutral.

Talona (Malagent)

Talona (pronounced: Tah-LOW-nah), also called the Lady of Poisons, Mistress of Disease, and Mother of All Plagues, is the goddess of poison and disease. Like most chaotic evil gods, she is more feared than worshipped and is propitiated to avoid her attentions, not to draw them.

The Lady of Poisons attracts the cruel to her service; her priests tend to be self-sufficient, capable - and sadistic.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Necromantic, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Stinking Cloud (2nd level), Contagion (4th level), Cloudkill (5th level).
  • Immune to disease, and to the Cloud of Pestilence and Stinking Cloud spells.
  • 3rd level: May cast Cause Disease once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter.
  • 4th level: Immune to poison.
  • 5th level: May cast Mold Touch once per day, as the 3rd level priest spell. An additional use is gained at 11th level and every 6 levels thereafter.
  • 6th level: May cast Poison Weapon once per day, as detailed below. An additional use is gained at 12th level and every 6 levels thereafter.
    POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:
    • 1st: Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
    • 5th: Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
    • 9th: Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
    • 13th: Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)
  • 7th level: May cast Cloud of Pestilence once per day, as the 4th level priest spell. An additional use is gained at 13th level and every 6 levels thereafter.

Disadvantages

  • Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil.

Talos (Stormlord)

Talos (pronounced: TAHL-os) is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

Advantages

  • May learn priest spells from these spheres: Air, All, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning.
  • May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
  • May learn the following spells as priest spells: Shocking Grasp (1st level), Lightning Bolt (3rd level), Chain Lightning (6th level).
  • 3rd level: May cast Storm Shell once per day. An additional use is gained at 7th level and every 4 levels thereafter.
  • 5th level: May cast Call Lightning once per day. An additional use is gained at 9th level and every 4 levels thereafter.
  • 7th level: May cast Lightning of Talos once per day, as detailed below. An additional use is gained at 12th level and every 5 levels thereafter.
    LIGHTNING OF TALOS: This spell conjures a bolt of lightning which unerringly strikes a single target, inflicting 1d6 points of electrical damage per level of the priest (maximum 15d6). A successful saving throw vs. spells halves the damage.

Disadvantages

  • Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.

Tempus (Battleguard)

Tempus (pronounced: TEM-pus), also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor.

Advantages

  • May achieve Specialization (two slots) in all melee weapons.
  • May learn priest spells from these spheres: All, Combat, Divine, Healing, Necromantic, Protection, Summoning, Wards.
  • May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level).
  • May learn the following spells as priest spells: Strength (2nd level), Haste (3rd level), Improved Haste (6th level), Power Word, Stun (7th level).
  • 3rd level: May cast Chaos of Battle once per day, as detailed below. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level: May cast Holy Power once per day. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level: May cast Emotion: Courage once per day. An additional use is gained at 12th level and every 5 levels thereafter.
    CHAOS OF BATTLE: Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.

Disadvantages

  • Alignment restricted to chaotic good, chaotic neutral, chaotic evil, or true neutral.

Tymora (Luckbringer)

Tymora (pronounced: Tie-MORE-ah), often called Lady Luck, is the goddess of good fortune. Tymora is fickle but playful and never vengeful or malicious. Her faith is one of the most common in the realms, especially among adventurers.

Advantages

  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Good, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Luck (2nd level), Mislead (6th level), Limited Wish (7th level).
  • +1 luck bonus: affects attack rolls, damage rolls, saving throws, and enemies' damage rolls.
  • Level 7: May cast Tymora's Favor once per day, as detailed below. An additional use is gained at level 12 and every 5 levels thereafter.
    TYMORA'S FAVOR: For 10 rounds, all allies in the area gain a +1 luck bonus. In addition, Tymora's favor will deflect the first magical effect of level 1-5 that targets the creature.
  • Level 9: May cast Lower Resistance once per day. An additional use is gained at level 14 and every 5 levels thereafter.

Disadvantages

  • Alignment restricted to Neutral Good, Chaotic Good, Neutral, or Chaotic Neutral.

Umberlee (Waveservant)

Umberlee the Bitch Queen (pronounced: Um-ber-LEE) rules from her watery lair in a flooded level of the Abyss. She is worshiped by most out of fear as opposed to adoration. Ship crews toss her gems over the sides of their vessels to calm storm-tossed waters. She has a large number of shrines in coastal cities, and sailors often leave flowers, candles, small candies, or coins on her altars in hopes that Umberlee will spare them on the next voyage. Others who pay tribute to her include merchants sending goods by sea, port cities, and island nations and settlements who would be devastated by her wrath and have not a powerful patron deity to counter her menacing demands.

Umberlant clergy are charged to spread respect for Umberlee by preaching of the doom she has wrought in the past and the storms to come in all coastal cities and settlements.

Advantages

  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Water.
  • No water elemental will attack a priest of Umberlee.
  • Immunity to the Smashing Wave spell.
  • 3rd level: May cast Storm Shell once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter.
  • 6th level: May cast Smashing Wave once per day, as the 4th level priest spell. An additional use is gained at 12th level and every 6 levels thereafter.
  • 9th level: May summon an 8HD Water Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21.

Disadvantages

  • Alignment must be Chaotic Neutral, Neutral Evil, or Chaotic Evil.