G3

Revised Core-Game Speciality Priests

This documents the revised versions of the five speciality priests in the core game: Helm, Lathander, Talos, Tempus, Tyr.

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 wizard spells as if they were 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.
  • 7th level: May cast Truesight once per day. An additional use is gained at 12th 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.

Disadvantages

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

Lathander (Morninglord)

Lathander 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.
  • 9th level: May cast False Dawn once per day. An additional use is gained at 14th level and every 5 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.

Disadvantages

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

Talos (Stormlord)

Talos 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 wizard spells as if they were 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, 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 become Specialized (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 wizard spells as if they were 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.

Tyr (Holy Justice)

Tyr 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. Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom.

Advantages

  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Wards.
  • May learn the following wizard spells as if they were 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.
  • 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.
  • 11th level: May cast Holy Word once per day.

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.
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.

Disadvantages

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