/
setup.tra
5549 lines (4474 loc) · 281 KB
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setup.tra
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@6 = ~...~
@8 = ~skipping component~
@10 = ~Scroll~
@13 = ~*Please be patient. This will take some time...*~
@18 = ~Component has been depreciated~
//
@20 = ~Create a sphere system~
@21 = ~oFnP: the original Faiths & Powers sphere system~
@22 = ~AD&D/DR: inspired by PnP and Divine Remix~
@23 = ~Vanilla: traditional spell lists, kits can cross the cleric/druid divide~
@24 = ~VPlus: traditional spell lists, kits get focus access to two FnP spheres~
@25 = ~nuFnP: a new sphere system (fewer spheres, more balanced, closer to PnP)~
//
@30 = ~Give Option to Cast Like Sorcerers (do not install if planning to use 5E casting)~
@31 = ~Install Cleric kits~
@33 = ~Install Druid kits~
@35 = ~Install Paladin kits~
@37 = ~Install Ranger kits~
@37 = ~Install Ranger kits~
@70 = ~Add spell scrolls for priests~
@75 = ~Alter priests' weapon/armor usability~
@80 = ~Apply sphere system (REQUIRED for the sphere system to work)~
@85 = ~Apply FnP kits to NPCs~
@91 = ~Multiclass Druids~
@92 = ~Multiclass Shamans~
@95 = ~Multiclass Cleric kits (install AFTER all other kit mods!!)~
@99 = ~Apply FnP multiclass kits to NPCs~
//
//
@100 = ~Select an installation method below:~
@101 = ~ALL the new kits, the kit selection dialogue, and the sphere system ('radical version')~
@102 = ~install everything (as designated in settings.ini)~
@103 = ~choose components individually~
@105 = ~no new kits - JUST install the sphere system~
@110 = ~Change item usability for priests~
@121 = ~Choose how to learn and cast spells~
@122 = ~Cast priest spells spontaneously~
@123 = ~No change, cast priest spells normally~
@124 = ~Cast priest spells spontaneously?~
@125 = ~Confirmed, cast spontaneously.~
@126 = ~Cast priest spells normally?~
@127 = ~Confirmed, no change, cast spells normally.~
@128 = ~Reconsider~
@141 = ~Change known spell~
@142 = ~Do not change any spells~
@143 = ~Change this spell~
@144 = ~Change a different spell~
@151 = ~Choose a sphere~
@152 = ~Learn spells from this sphere~
@153 = ~Choose a different sphere~
@154 = ~Holy Symbol~
//
//
@200 = ~new and revised cleric kits~
//
// INDEX:
//
// ... Cleric kits = 201-299
//
@201 = ~Add Cleric of Lathander~
@202 = ~Add Cleric of Torm~
@205 = ~Add Cleric of Tymora~
@208 = ~Add Cleric of Helm~
@209 = ~Add Cleric of Kelemvor~
@210 = ~Add Cleric of Tempus~
@212 = ~Add Cleric of Leira~
@219 = ~Add Cleric of Loviatar~
@224 = ~Add Cleric of Talos~
@225 = ~Add Cleric of Cyric~
@226 = ~Add Cleric of Umberlee~
//
// ... Priest kits = 301-350
//
@310 = ~Add Priest of Oghma~
@314 = ~Add Priest of Ilmater~
@315 = ~Add Priest of Deneir~
@316 = ~Add Priest of Sune~
@322 = ~Add Priest of Tempus~
@325 = ~Add Priest of Azuth~
@330 = ~Add Priest of Shar~
@331 = ~Add Priest of Moander~
@332 = ~Add Priest of Beshaba~
//
// ... Demihuman kits = 351-399
//
@351 = ~Add Cleric of Corellon Larethian~
@352 = ~Add Cleric of Sehanine Moonbow~
@353 = ~Add Cleric of Erevan Ilesere~
@354 = ~Add Cleric of Hanali Celanil~
@371 = ~Add Cleric of Moradin~
@372 = ~Add Cleric of Clangeddin~
@373 = ~Add Cleric of Marthammor Duin~
@381 = ~Add Cleric of Garl Glitterlode~
@382 = ~Add Cleric of Baervan Wildwanderer~
@383 = ~Add Cleric of Baravar Cloakshadow~
@384 = ~Add Cleric of Gaerdal Ironhand~
@385 = ~Add Cleric of Urdlen~
@391 = ~Add Cleric of Yondalla~
@392 = ~Add Cleric of Arvoreen~
@393 = ~Add Cleric of Brandobaris~
//
// ... Incarnate kits = 401-449
//
@405 = ~Add Incarnate of Mystra~
//
// ... multiclass kits = 450-499
//
@451 = ~Add Fighter/Druid~
@452 = ~Add Ranger/Druid~
@453 = ~Add Druid/Thief~
@454 = ~Add Druid/Mage~
@455 = ~Add Sorcerer/Druid~
@469 = ~Add Priest of Mask~
@477 = ~Add Cleric of Brandobaris~
//
@499 = ~install multiclass kits~
//
@700 = ~new and revised druid kits~
//
// ... Mystic kits = 701-730
//
@701 = ~Add Nature Mystic~
@702 = ~Add Beast Mystic~
@703 = ~Add Earth Mystic~
@704 = ~Add Water Mystic~
@705 = ~Add Air Mystic~
@706 = ~Add Fire Mystic~
@707 = ~Add Light Mystic~
@708 = ~Add Shadow Mystic~
@711 = ~Add Fate Mystic~
//
// ... Druid kits = 731-760
//
@731 = ~Add Forest Druid~
@732 = ~Add Mountain Druid~
@733 = ~Add Jungle Druid~
@734 = ~Add Desert Druid~
@735 = ~Add Arctic Druid~
@736 = ~Add Cave Druid~
//
// ... Occultist kits = 761-780
//
@761 = ~Add Ur-Priest~
@762 = ~Add Beast Lord~
@763 = ~Add Elementalist~
@765 = ~Add Chaos Priest~
//
@800 = ~new and revised paladin kits~
//
// ... Champion kits = 801-830
//
@801 = ~Add Champion of Tyr~
@802 = ~Add Champion of Kelemvor~
@803 = ~Add Champion of Tempus~
@804 = ~Add Champion of Bane~
@805 = ~Add Champion of Helm~
@806 = ~Add Champion of Talos~
@807 = ~Add Champion of Moradin~
@808 = ~Add Champion of Azuth~
@809 = ~Add Champion of the Red Knight~
//
// ... Inquisitor kits = 831-860
//
@831 = ~Add Inquisitor of ~
//
// ... Zealot kits = 861-880
//
@862 = ~Add Zealot of Gruumsh~
@863 = ~Add Zealot of Talos~
@864 = ~Add Zealot of Kossuth~
@865 = ~Add Zealot of Ilmater~
@866 = ~Add Zealot of Garagos~
@867 = ~Add Zealot of Corellon Larethian~
@868 = ~Add Zealot of Sune~
@869 = ~Add Zealot of Mystra~
@870 = ~Add Zealot of Eilistraee~
//
//
@900 = ~new and revised ranger kits~
//
// ... ranger kits = 901-929
//
@901 = ~Add Forest Ranger~
@902 = ~Add Mountain Ranger~
@903 = ~Add Jungle Ranger~
@904 = ~Add Desert Ranger~
@905 = ~Add Arctic Ranger~
//
// ... dervish kits = 931-949
//
@932 = ~Add Beast Master~
@933 = ~Add Earth Dervish~
@934 = ~Add Water Dervish~
@935 = ~Add Air Dervish~
@936 = ~Add Fire Dervish~
@937 = ~Add Light Dervish~
@938 = ~Add Shadow Dervish~
//
// ... scout kits = 951-969
//
@953 = ~Add Mage Hunter~
@954 = ~Add Barbarian Ranger~
@955 = ~Add Elven Archer~
@956 = ~Add Halfling Slinger~
//
// ... sphere stuff
//
@997 = ~Acid Arrow~
@998 = ~Summon Slimes~
@999 = ~Acid Sheath~
@1000 = ~Spell Selection~
@1001 = ~This ability allows you to learn new spells~
@1002 = ~- Access to the spheres of:~
@1003 = ~- Focus access to the spheres of:~
@1004 = ~- Major access to the spheres of:~
@1005 = ~- Minor access to the spheres of:~
@1006 = ~Advantages:~
@1007 = ~Abilities:~
@1008 = ~Disadvantages:~
@1009 = ~Restrictions:~
// ... cleric
@1010 = ~Abilities:~
// ... paladin
@1016 = ~Abilities:~
// ... ranger
@1021 = ~Abilities:~
// ... druid
@1025 = ~Abilities:~
//
@1100 = ~Memorize spells~
@1101 = ~After choosing a deity to follow, you will gain access to spells within the spheres of magic - the domains - available to that deity. Once you choose which spells to memorize, using this scroll will allow you to memorize them instantly, without needing to rest. This may only be done once. Beware, if you wait too long, the scroll may disappear.~
//
// ... strings for new kits
//
// ... clerics:
//
@10001 = ~priest~
@10002 = ~Cleric~
@10003 = ~CLERIC~
@10005 = ~CLERIC: The basic Cleric is an adventuring priest who promotes the principles and philosophy dear to <PRO_HISHER> deity. Though <PRO_HESHE> is both protector and healer, <PRO_HESHE> is not purely defensive-when enemies threaten, the Cleric is well suited to challenge them on their own ground and destroy them.
CLASS FEATURES:
- May wear helmets.
- May wear up to Chain Mail armor.
- Deity Selection: All clerics must select a deity. Deity selection determines sphere access, granted powers, and other bonuses.
- May become Proficient (one slot) with the short sword, Dagger, War Hammer, Club, Spear, Flail, Mace, Quarterstaff, Crossbow, Dart, Sling, or any fighting style.
- May Turn Undead.
- May cast priest spells, but is limited to universal spells until <PRO_HESHE> selects <PRO_HISHER> deity.
- Hit Die: d8~
@10011 = ~fighter / priest~
@10012 = ~Fighter / Priest~
@10013 = ~FIGHTER/PRIEST~
@10014 = ~FIGHTER/CLERIC~
@10015 = ~FIGHTER/PRIEST: This character can use the abilities of a Fighter and a Priest, though weapons are restricted to only those allowed by the Priest's ethos. They may Specialize in, but not Master, any weapon they can use.~
@10021 = ~mage / priest~
@10022 = ~Mage / Priest~
@10023 = ~MAGE/PRIEST~
@10024 = ~CLERIC/MAGE~
@10025 = ~MAGE/PRIEST: This character can use the abilities of a Priest and a Mage, though weapons are restricted to only those allowed by the Priest's ethos, and Mage spells cannot be cast while wearing armor.
Gnomes can choose this multi-class, but become Cleric/Illusionists by default. Gnomes are the only race that can combine a specialist Mage class in a multi-class.~
@10031 = ~thief / priest~
@10032 = ~Thief / Priest~
@10033 = ~THIEF/PRIEST~
@10034 = ~CLERIC/THIEF~
@10035 = ~THIEF/PRIEST: This character can use the abilities of a Priest and a Thief, though weapons are restricted to only those allowed by the Priest's ethos. Thieving skills cannot be used while wearing more than studded leather armor.~
@10041 = ~ranger / priest~
@10042 = ~Ranger / Priest~
@10043 = ~RANGER/PRIEST~
@10044 = ~CLERIC/RANGER~
@10045 = ~RANGER/PRIEST: This character can use the abilities of a Priest and a Ranger, though weapons are restricted to only those allowed by the Priest's ethos. This character may Specialize in, but not Master, any weapon they can use.~
@10051 = ~mystic warrior~
@10052 = ~Mystic Warrior~
@10053 = ~MYSTIC WARRIOR~
@10054 = ~FIGHTER/DRUID~
@10055 = ~MYSTIC WARRIOR: This character can use the abilities of a Fighter and a Mystic, though weapons and armor are restricted to only those allowed by the Mystic's ethos. This character may Specialize in, but not Master, any weapon they can use.~
@10100 = ~CLERIC: The Cleric is an adventuring priest who promotes the principles and philosophy dear to <PRO_HISHER> deity. Though <PRO_HESHE> is both protector and healer, <PRO_HESHE> is not purely defensive-when enemies threaten, the Cleric is well suited to challenge them on their own ground and destroy them.
CLASS FEATURES:
- May wear helmets.
- May wear up to Chain Mail armor.
- Deity Selection: All clerics must select a deity. Deity selection determines sphere access, granted powers, and other bonuses.
- May become Proficient (one slot) with the short sword, Dagger, War Hammer, Club, Spear, Flail, Mace, Quarterstaff, Crossbow, Dart, Sling, or any fighting style.
- May Turn Undead.
- May cast priest spells, but is limited to universal spells until <PRO_HESHE> selects <PRO_HISHER> deity.
- Hit Die: d8~
@10101 = ~incarnate~
@10102 = ~Incarnate~
@10103 = ~INCARNATE: Often called, "Chosen", Incarnates are 'natural' priests, with little or no connection to any church hierarchy. It is less true to say that they choose their deity than they are 'chosen' by a given deity (whether they like it or not) for their temperament, and natural connection to divine magic. Often peasants, they typically have few skills or other special training.
Advantages:
- Divine Favor: Incarnates gain special unique abilities that are not available to other clerics, including specialized priests of the same deity.
Disadvantages:
- Is not proficient with armor, shields or helmets.~
@10104 = ~priest~
@10105 = ~Priest~
@10106 = ~PRIEST: Also known as "Archivists" or "Cloisters", Priests are especially pious and studious clerics that rarely venture beyond abbey walls. However, when they do go adventuring, their skills and spells are quite useful, even if they lack combat training typical of most clerics.
CLASS FEATURES:
- Devoted Servant: Priests always get more bonus spells than other clerics of the same deity as the have spent years cultivating a connection with that deity through rigorous ritual and meditation. As such, they gain +1 spell per spell level.
- Sphere Focus: Priests gain access to spells earlier than other priests. They gain access to spells one level earlier to their deity's favored sphere.
Disadvantages:
- Can only wear leather armors
- Gains only d6 HD per level.
Restrictions:
~
@10107 = ~Select Deity~
@10108 = ~Select Lathander~
@10109 = ~Select Another Deity~
@10110 = ~Select Helm~
@10111 = ~Select Tymora~
@10112 = ~Select Leira~
@10113 = ~Select Loviatar~
@10114 = ~Exit~
@10115 = ~Select Mystra~
@10116 = ~Select Ilmater~
@10117 = ~Select Mask~
@10118 = ~Select Shar~
@10119 = ~Select Talos~
//
// first FnP sphere system
//
@12101 = ~Universal~
@12102 = ~Life~
@12103 = ~Death~
@12104 = ~Vermin~
@12105 = ~Destruction~
@12106 = ~Protection~
@12107 = ~War~
@12108 = ~Exploration~
@12109 = ~Knowledge~
@12110 = ~Deception~
@12111 = ~Thought~
@12112 = ~Dread~
@12113 = ~Vigor~
@12114 = ~Affliction~
@12115 = ~Animal~
@12116 = ~Plant~
@12117 = ~Earth~
@12118 = ~Air~
@12119 = ~Water~
@12120 = ~Fire~
@12121 = ~Light~
@12122 = ~Shadow~
@12123 = ~Magic~
@12124 = ~Astral~
//
// 2E PnP sphere system
//
@12201 = ~Universal~
@12202 = ~Healing~
@12203 = ~Necromantic~
@12204 = ~Law~
@12205 = ~Chaos~
@12206 = ~Protection~
@12207 = ~Combat~
@12208 = ~Travelers~
@12209 = ~Divination~
@12210 = ~Wards~
@12211 = ~Thought~
@12212 = ~Charm~
@12213 = ~Creation~
@12214 = ~Summoning~
@12215 = ~Animal~
@12216 = ~Plant~
@12217 = ~Earth~
@12218 = ~Air~
@12219 = ~Water~
@12220 = ~Fire~
@12221 = ~Sun~
@12222 = ~Weather~
@12223 = ~Numbers~
@12224 = ~Astral~
//
// vanilla non-sphere system
//
@12301 = ~Universal~
@12302 = ~Cleric~
@12303 = ~Death~
@12304 = ~Vermin~
@12305 = ~Destruction~
@12306 = ~Protection~
@12307 = ~War~
@12308 = ~Exploration~
@12309 = ~Knowledge~
@12310 = ~Deception~
@12311 = ~Thought~
@12312 = ~Dread~
@12313 = ~Druid~
@12314 = ~Affliction~
@12315 = ~Animal~
@12316 = ~Plant~
@12317 = ~Earth~
@12318 = ~Air~
@12319 = ~Water~
@12320 = ~Fire~
@12321 = ~Light~
@12322 = ~Shadow~
@12323 = ~Magic~
@12324 = ~Astral~
//
// new better balanced FnP system
//
@12501 = ~Universal~
@12502 = ~All~
@12503 = ~Death~
@12504 = ~Law~
@12505 = ~Chaos~
@12506 = ~Protection~
@12507 = ~War~
@12508 = ~Time~
@12509 = ~Perception~
@12510 = ~Deceit~
@12511 = ~Thought~
@12512 = ~Insects~
@12513 = ~Vigor~
@12514 = ~Decay~
@12515 = ~Animal~
@12516 = ~Plant~
@12517 = ~Earth~
@12518 = ~Air~
@12519 = ~Water~
@12520 = ~Fire~
@12521 = ~Radiance~
@12522 = ~Shadow~
@12523 = ~no_sphere_1~
@12524 = ~Spirit~
//
//
@20001 = ~ur-priest~
@20002 = ~Ur-Priest~
@20003 = ~UR-PRIEST: Ur-Priests are heretical practitioners that have found a way to wrest divine power from the gods with the use of ancient and forbidden rituals. As might be expected, this behavior is frowned upon by the gods, and Ur-Priests have to keep their profession secret or risk persecution or worse.
Advantages:
- Sphere Access: Very high access. The Ur-Priest gains major access to all spheres except the life, benediction, plant, animal and light spheres.
- Sap the Spirit: Ur-Priests can use the same techniques to drain living beings of their divine essence in much the same way they do so from the gods; though, of course, mortals do not have much of a divine essence, and so the benefits of this ability are limited.
This ability can be used once per day at fifth level. The Ur-Priest can use Sap the Spirit an additional time per day at levels 10, 15 and 20.
SAP THE SPIRIT: This ability deals 1d4 magic damage to a living target per 4 levels of the Ur-Priest (2d4 at 5th level; maximum 6d4 at 20th level).
Beginning at 5th level, if the Ur-Priest kills a target with this ability, <PRO_HESHE> casts priest spells at +1 level for 5 rounds.
At 10th level, if the Ur-Priest kills a target with this ability, <PRO_HESHE> also gains the benefits of the spell, Wondrous Recall.
Disadvantages:
- Cannot Turn Undead
- The rituals tax the Ur-Priest, making them more vulnerable to the effects of disease and magic. They gain a -2 penalty to save vs. death and spells.
Deity access: None, despises the gods.
Restrictions: Cannot be of a good or lawful alignment~
@20004 = ~Sap the Spirit~
@20005 = ~Sap the Spirit
This ability deals 1d4 magic damage to a living target per 4 levels of the Ur-Priest (2d4 at 5th level; maximum 6d4 at 20th level).
Beginning at 5th level, if the Ur-Priest kills a target with this ability, <PRO_HESHE> casts priest spells at +1 level for 5 rounds.
At 10th level, if the Ur-Priest kills a target with this ability, <PRO_HESHE> also gains the benefits of the spell, Wondrous Recall.~
@20006 = ~+1 casting level~
@20101 = ~dawnbringer of lathander~
@20102 = ~Dawnbringer of Lathander~
@20103 = ~DAWNBRINGER OF LATHANDER: Dawnbringers are the representatives of Lathander, a widely worshiped deity of birth, renewal, health, and the dawn. Dawnbringers are especially vigilant foes of the undead, which they see as a plague upon the living, corrupting the life that is the gift of Lathander. They look to cleanse the world with Lathander's light, eradicating any undead with its purifying rays.
Advantages:
- Turns undead as a cleric four levels higher than their current level.
- Can cast Boon of Lathander as a special ability once per day. The Dawnbringer gains an additional use at levels 4, 8, 12, 16 and 20.
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 caster from level drain.
- Can cast False Dawn as a special ability once per day at 9th level. The Dawnbringer gains an additional use at levels 20 and 30. The ability functions as the cleric spell of the same name.
Restrictions:
- Alignment: Any good, or lawful neutral.
~
@20104 = ~Hold Undead
(Necromancy)
Range: 35 ft.
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1 creature and any enemies within 10 ft.
Saving Throw: Neg.
This spell holds 1d4 undead creatures rigidly immobile and in place for 12 or more rounds. The effect is centered on the victim selected by the caster. Any enemies within 10 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.
~
@20105 = ~False Dawn
Range: 0
Duration: 5 rounds
Casting Time: 9
Area of Effect: 30-ft. radius
Saving Throw: None
False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within the area suffer 6d6 points of fire damage and are blinded on the round after the false dawn appears. There is no Saving Throw.
~
@20107 = ~Hold Undead~
@20108 = ~False Dawn~
@20106 = ~~
//
// CLERIC OF TORM
//
@20201 = ~hand of torm~
@20202 = ~Hand of Torm~
@20203 = ~HAND OF TORM: Hands seek to emulate their deity Torm, who is known for his steadfast loyalty and dedication to all that is good. While a great many of his worshipers are Champions (known as Paladins or Holy Champions of Torm), as Torm is the patron of Paladinhood, Hands are no less fierce and loyal to the cause of their god (if slightly less martial).
Advantages:
- Hands are special among clerics in that they gain focus in the protection sphere.
- Hands can cast Command as a spell like ability once per day. <PRO_HESHE> can use this ability an additional time at levels 5, 10, 15, and 20.
- Hands are able to gain proficiency in any weapon or fighting style. They can gain 2 pips in sword and shield fighting style.
- At 3rd level, a hand can cast detect evil as a spell like ability, once per day. They gain an additional use of this ability at levels 7, 10, 13, 16 and 19.
- At 4th level, a hand can cast protection from evil as a spell like ability once per day. They can use this ability an additional time at levels 8, 12, 16 and 20.
Restrictions:
- Alignment: Lawful good, lawful neutral, or neutral good only.
~
@20501 = ~luckrider of tymora~
@20502 = ~Luckrider of Tymora~
@20503 = ~LUCKRIDER OF TYMORA: Also known as Lady Luck, Tymora is the goddess of good fortune. The sect of her clerics known as Luckriders eat, drink, and sleep luck. Confident to the point of cockiness, they enter battle recklessly, throwing caution to the wind and trusting in fate. Considering how many adventurers perish despite crafting meticulous strategies and plans, this is not a ridiculous position.
Advantages:
- Luckriders are innately lucky, receiving the effects of the Luck spell permanently.
- May cast an area-of-effect "Tymora's Luck" spell innately once per day, and once more for each 5 levels of experience gained.
TYMORA'S LUCK: The allies of this spellcaster gain extraordinary luck for the next 1 turn, receiving a +1 bonus to their saving throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. Finally, spells that offer saving throws to enemies are more likely to be effective: a spell that usually offers a saving throw with no penalty will instead offer a saving throw with a -2 penalty.
Restrictions:
- Alignment: may not Lawful or Evil.
~
@20504 = ~LUCKRIDER OF TYMORA: Also known as Lady Luck, Tymora is the goddess of good fortune. The sect of her clerics known as Luckriders eat, drink, and sleep luck. Confident to the point of cockiness, they enter battle recklessly, throwing caution to the wind and trusting in fate. Considering how many adventurers perish despite crafting meticulous strategies and plans, this is not a ridiculous position.
~
@20505 = ~~
@20511 = ~Luck~
@20513 = ~Tymora's Luck~
@20514 = ~Tymora's Luck
The allies of this spellcaster gain extraordinary luck for the next 1 turn, receiving a +1 bonus to their saving throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. Finally, spells that offer saving throws to enemies are more likely to be effective: a spell that usually offers a saving throw with no penalty will instead offer a saving throw with a -2 penalty.
~
//
// ... cleric of helm:
//
@20801 = ~watcher of helm~
@20802 = ~Watcher of Helm~
@20803 = ~WATCHER OF HELM: Like their deity, Watchers of Helm are stern, dedicated, and loyal, perhaps to a fault. Helm teaches that the right path is not always obvious, but the surest way to the right path is through the execution of duty. As such, watchers of helm strive to do what they must despite the consequences, to themselves or even to others. While othes may suggest that this supposed 'dedication' is nothing more than a fetish, the watcher has no time for such nonsense. They do not have the idle time to question; it is their duty to be ever alert for possible threats to cosmic order.
Advantages:
- Watchers automatically gain a proficiency point in bastard , Helm's favored weapon. Fighter clerics do not get this bonus, but they are able to gain mastery with the bastard sword.
- Heightened Awareness: +1 bonus to AC and +2 bonus to save vs breath
- Can cast Helm's eye as a special ability once per day at 9th level. The watcher gains an additional use at levels 11, 13, 15, 17 and 19. Helm's eye is equivalent to the wizard spell, wizard eye.
- Can cast Seeking Sword as a special ability once per day. The Watcher gains an additional use at levels 4, 8, 12, 16 and 20.
SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.
Restrictions:
- Alignment: May be Lawful Good, Lawful Neutral, or True Neutral.
~
@20805 = ~~
@20806 = ~Helm's Eye~
@20807 = ~Helm's Eye
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
When this spell is employed, the priest creates an invisible sensory organ that sends him visual information. Helm's Eye can see with normal vision up to 60 ft. away in brightly lit areas, and can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of Helm's Eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic spell cast on the wizard or the eye ends the spell.
~
//
// ... cleric of KELEMVOR:
//
@20901 = ~doomguide of kelemvor~
@20902 = ~Doomguide of Kelemvor~
@20903 = ~DOOMGUIDE OF KELEMVOR: Kelemvor is the most recent god of death. He has proven to be quite different from Mykrul, the former god of death. In particular, while the latter encouraged the creation of undead monstrosities, Kelevmor charges his clergy to actively destroy undead, seeing their existance as an unnatural perversion of the order of life and death. As such, his clergy have become particularly talented undead slayers.
Advantages:
- Doomguides turn undead at 4 levels higher than a cleric of their level.
- +4 to saves against death
- At 7th level, the doomguide is protected as if with the Death Ward spell.
- At 11th level, the doomguide is protected as if with the Negative Plane Protection spell.
Restrictions:
- Alignment: May not be evil or chaotic.
~
//
// ... cleric of tempus:
//
@21001 = ~battleguard of tempus~
@21002 = ~Battleguard of Tempus~
@21003 = ~BATTLEGUARD OF TEMPUS: 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:
- Battleguards can be proficient with any weapon
- Battleguards gain a +1 bonus to damage with any melee weapon.
- Incite Rage: Battleguards can incite a berserker rage beginning at level 5, and again at levels 10, 15 and 20. This ability is like the berserkers enrage, except that <PRO_HESHE> can incite this rage in <PRO_HIMHER>self or in others.
Restrictions:
- Alignment: No alignment restrictions.
~
@21004 = ~Incite Rage~
@21005 = ~~
@21006 = ~Incite Rage
The character can incite range in <PRO_HIMHER>self or another. While enraged, the character gains a bonus of +2 to <PRO_HISHER> attack and damage rolls as well as to <PRO_HISHER> Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).
After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls.~
//
// ... cleric of leira:
//
@21201 = ~mistwalker of leira~
@21202 = ~Mistwalker of Leira~
@21203 = ~MISTWALKER OF LEIRA: Leira is the goddess of deception and illusion. She was supposedly slain under mysterious circumstances during the Avatar crisis, but at least one sect of her worshippers, the Mistwalkers, continue to receive divine power. Lies are their currency, illusion is their tool.
Advantages:
- May use the "Leira's Double" ability once every 5 rounds. Often used in emergencies, this causes an illusionary double of the cleric to spring into existence. If the cleric is being attacked, the double will absorb the first blow that lands, and disappear. At 6th level two doubles are created, and at 12th level one of the two doubles can actually wander away from the cleric to distract enemies. Mistwalkers may use this ability once per turn.
Restrictions:
- May not dual-class to fighter.
- Alignment: may not be Lawful.
~
@21204 = ~MISTWALKER OF LEIRA: Leira is the goddess of deception and illusion. She was supposedly slain under mysterious circumstances during the Avatar crisis, but at least one sect of her worshippers, the Mistwalkers, continue to receive divine power. Lies are their currency, illusion is their tool.~
@21205 = ~~
@21211 = ~Leira's Double~
@21212 = ~Leira's Double~
//
// ... cleric of loviatar:
//
@21901 = ~paingiver of loviatar~
@21902 = ~Paingiver of Loviatar~
@21903 = ~PAINGIVER OF LOVIATAR: Known as The Maiden of Pain and The Willing Whip, loviatar is the evil goddess of agony. She is often seen as a cold-hearted bully, calculating and despotic; she revels in inflicting physical and psychological suffering. Her priests, known simply as "Paingivers" find freedom and power in such pain, and they seek to spread that gospel to others... regardless whether their victims are actually seeking such enlightenment.
Advantages:
- Can use the Pain Touch ability at will.
PAIN TOUCH: When the priest of Lovitar activates this ability, her mere touch creates waves of pain for any creature with a nervous system. When she touches any creature, they must save vs death or suffer a -2 penalty to their dexterity and -4 to thac0 as they writhe in agony and will suffer 1 point of non-lethal damage every 12 seconds.
The penalties and damage occurs over an excruciating period of 10 rounds.
Pain touch remains activated indefinitely, but the Paingiver may suppress it as needed.
- At 3rd level, Paingivers can use Loviatar's Caress once per day. <PRO_HESHE> can use this ability one more time at levels 6, 9, 12, 15 and 18.
LOVIATAR'S CARESS:
When the cleric uses this ability, <PRO_HISHER> hands become instruments of Lovitar for four rounds. <PRO_HESHE> can strike with uncanny accuracy with <PRO_HISHER> hands (+10 to hit) and <PRO_HESHE> inflicts an additional +2 points of damage per level to a maximum of +20 points at 10th level. This spell stacks with other unarmed attacks, such as the priest's pain touch.
Restrictions:
- May not be Good.
~
@21905 = ~~
@21911 = ~Pain Touch~
@21912 = ~Pain Touch
Duration: Special
Saving Throw: Poison/Death
When the priest of Lovitar activates this ability, her mere touch creates waves of pain for any creature with a nervous system. When <PRO_HESHE> touches any creature, they must save vs death or suffer a -2 penalty to their dexterity and -4 to thac0 as they writhe in agony and will suffer 1 point of non-lethal damage every 12 seconds.
The penalties and damage occurs over an excruciating period of 10 rounds.
Paingivers have have this touch indefinitely, but they can suppress it as needed.
~
@21913 = ~Writhing in Pain~
@21914 = ~Loviatar's Caress~
@21915 = ~Loviatar's Caress
When the cleric uses this ability, <PRO_HISHER> hands become instruments of Lovitar for four rounds. <PRO_HESHE> can strike with uncanny accuracy with <PRO_HISHER> hands (+10 to hit) and <PRO_HESHE> inflicts an additional +2 points of damage per level to a maximum of +20 points at 10th level. This spell stacks with other unarmed attacks, such as the priest's pain touch.~
@21916 = ~Suppress Pain Touch~
//
// ... cleric of Talos:
//
@22401 = ~stormbringer of talos~
@22402 = ~Stormbringer of Talos~
@22403 = ~STORMBRINGER OF TALOS: Stormbringers are clerics of Talos, the Destroyer, the Raging One, the Stormstar, the Storm Lord. Talos is the dark side of nature, the uncaring and destructive force that lies waiting to strike at any time. Stormbringers strive to make all fear Talos by showing the destruction that he and all his servants can cause. As examples to all, Stormbringers tend to indulge in acts of random or spiteful destruction as they travel and to make examples of all folk who stand up to them.
Advantages:
- Talos' Favor: Stormbringers are 50% resistant to electricity damage.
- Can cast Storm Shield as a special ablity once per day. The Stormbringer gains an additional use at levels 4, 8, 12, 16 and 20.
STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.
- Can cast Lightning Bolt as a special ability once per day at 9th level. The stormbringer gains an additional use at levels 20 and 30. The abilty functions as the wizard spell of the same name.
Restrictions:
- Alignment: any evil or chaotic neutral
~
@22405 = ~~
@22406 = ~Lightning Bolt
(Evocation)
Level: 3
Range: Visual range of the caster
Duration: Instant
Casting Time: 3
Area of Effect: Path of bolt
Saving Throw: 1/2
Upon casting this spell, the cleric releases a powerful stroke of energy that inflicts 1d6 points of electrical damage per level of the spellcaster to each creature within its area of effect (maximum damage of 10d6). A successful Save vs. Spell reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall, it will rebound until it reaches its full length - hitting the same enemy multiple times, or even members of the caster's own party.
~
//
// ... scion of Bhaal:
//
@22001 = ~scion of bhaal~
@22002 = ~Scion of Bhaal~
@22003 = ~SCION OF BHAAL: It is said that before Bhaal was killed by Cyric during the Timme of Troubles, he foresaw his own demise and took steps to circumvent it. After all the power of a god - especially the god of death - does not fade away so quickly. While many Bhaalist priests lose their access to magic, it is said that some individuals have managed to hold on to a portion of his power. Whether this is through worship - as some priest of other missing deities like Leira have continued to receive blessings - or some other mechanism, is unknown. As to what might be done with such power and where it may lead, that too is unknown.
Advantages:
- At 3rd level, Scions of Bhaal may cast Horror as an innate ability once per day.
- At 7th level, Scions of Bhaal may cast Slay Living as an innate ability once per day.
- At 12th level, Scions of Bhaal may summon an Aerial Servant once per day.
Restrictions:
- none
~
//
// ... cleric of Cyric:
//
@22501 = ~sworn of cyric~
@22502 = ~Sworn of Cyric~
@22503 = ~THE SWORN OF CYRIC: The sworn of Cyric do what they can to appease their mad, fickle god. In the meantime, they try to take what they can, when they can, before being smited either by their god, or one of their many victims.
Advantages:
- +1 to save vs. Illusion spells
- Sworn are completely fearless. As such, they are not affected either by magical fear or moral failure.
- At 5th level, the Sworn can cast Confusion as the 4th level wizard spell once per day. They can cast this spell an additional time per day at levels 10, 15 and 20.
- At 10th level, the Sworn can cast Feeblemind once per day as the wizard spell. They gain an additional use of this ability at 20th and 30th level.
Restrictions:
- Alignment: any evil or chaotic neutral
~
//
// ... cleric of Umberlee:
//
@22601 = ~waverservant of umberlee~
@22602 = ~Waveservant of Umberlee~
@22603 = ~WAVESERVANT OF UMBERLEE: Umberlee is a fickle goddess who claims the sea as her sole domain. Like many evil gods, she is more often feared than revered, though there are notable exceptions. Umberlee has something of an...affection for lost souls, and so she has been known to take them under her wing from time to time.
Advantages:
- Mistress of the Waves: Unlike most clerics, waveservants have focus access in the elemental water sphere.
- Can cast Smashing Wave as the cleric spell as a special ability once per day. The Waveservant can use this ability an additional time per day at levels 4, 8, 12, 16 and 20.
Disadvantages:
- The Waveservant cannot turn undead.
Restrictions:
- Alignment: any evil or chaotic neutral
~
//
// ... priest of oghma:
//
@31001 = ~seeker of oghma~
@31002 = ~Seeker of Oghma~
@31003 = ~SEEKER OF OGHMA: Oghma is a greater god of knowledge, sagecraft, learning, and wisdom. He is venerated by those seeking information - particularly lost or hidden information. When a Seeker demonstrates solid service or true loyalty in Oghma's cause, <PRO_HESHE> is bestowed with the title of Loremaster. This is a great honor; while outsiders may perceive the god of sages as belonging in dusty libraries, the fact is that many Oghmanite priests are of an adventuresome bent.
Advantages:
- Once per day, a Seeker can concentrate and briefly increase <PRO_HISHER> ability to understand and identify the workings of magical items.
- From 3rd level, a Seeker can innately cast Know Opponent, making it easier for <PRO_HIMHER>self and <PRO_HISHER> allies to strike the target creature.
- From 9th level, a Seeker can innately cast Feeblemind.
- Seekers can understand and use scrolls and wands normally restricted to wizards.
Restrictions:
- Alignment: May not be Evil
~
@31011 = ~Know Opponent~
@31012 = ~Know Opponent
When this spell is cast, the caster is enabled to read the aura of a target creature, and determine that creature's strengths and weaknesses. For the duration of the spell, the target's physical resistances are lowered by 10% and all attacks against the target creature are made with a +2 bonus to the attack roll. Certain magical devices negate the power of the Know Opponent spell, and the spell has no effect on creatures who don't emanate auras, such as constructs. Magic resistance does not affect this spell.
~
//
// ... priest of ilmater:
//
@31401 = ~painbearer of ilmater~
@31402 = ~Painbearer of Ilmater~
@31403 = ~PAINBEARER OF ILMATER: Ilmater 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 bear their burden and take their pain. Painbearers are often itinerant, traveling the land looking to assuage suffering wherever it may exist. They stick to their cause if they believe it is right, whatever the pain and peril, and strive to stand up to all tyrants.
Advantages:
- Can cast remove fear at will.
- +4 to saves against death
- Painbearers gain a 20% resistance to cold and fire damage
- At 3rd level, the priest of Ilmater can use Endurance of Ilmater once per day as a special ability. <PRO_HESHE> can use this ability an additional time at levels 7, 10, 13, 16 and 19.
ENDURANCE OF ILMATER: When the priest casts this spell, <PRO_HESHE> doubles the hit points of any creature that <PRO_HESHE> touches (including <PRO_HIMHER>self). In addition, the recipient of the spell gains a +2 to all saves. This ability lasts for 1 turn.
Restrictions:
- Alignment: May not be Evil
~
@31405 = ~~
@31411 = ~Remove Fear~
@31412 = ~Remove Fear
The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the spell's duration runs out. If the recipients are affected by magical fear, this is negated.~
@31413 = ~Endurance of Ilmater~
@31414 = ~Endurance of Ilmater
When the priest casts this spell, <PRO_HESHE> doubles the hit points of any creature that <PRO_HESHE> touches (including <PRO_HIMHER>self). In addition, the recipient of the spell gains a +2 to all saves. The spell lasts for one turn.
~
//
// ... priest of deneir:
//
@31501 = ~glyphscribe of deneir~
@31502 = ~Glyphscribe of Deneir~
@31503 = ~GLYPHSCRIBE OF DENEIR: Deneir is the patron of artists, scribes and cartographers. He values the written word, and the information that that word carries, and so do his priests.
Advantages:
- Glyphscribes are immune to all symbol spells, and the glyph of warding spell.
- Glyphscribes can cast find trap once per day as a special ability. They can use this ability an additional time at levels 3, 6, 9, 12, 15 and 18. This ability functions as the cleric spell of the same name.
- At 5th level, Glyphscribes can cast glyph of warding as a special ability once per day. They can use this ability an additional time per day at levels 10, 15, and 20. This ability functions as the cleric spell of the same name.
- At 11th level, Glyphscribes can cast dispel magic as a special ability once per day. They can use this ability an additional time per day at levels 16, and 20. This ability functions as the spell of the same name.
- Glyphscribes can cast all symbol spells at their normal level, regardless of sphere.
Restrictions:
- Alignment: May not be Evil
~
//
// ... priest of sune:
//
@31601 = ~heartwarder of sune~
@31602 = ~Heartwarder of Sune~
@31603 = ~HEARTWARDER OF SUNE: Sune teaches that external beauty ultimately reflects ones internal worth. Thus, her followers strive to preserve beauty, both in themselves and in others, whether those othere be individuals or objects, such as works of art.
Advantages:
- Heartwarders are especially resistant to the influence of mind altering magic. They recieve a +2 bonus to their save vs. spell.
- Heartwarders may charm person as a special ability once per day. This ability is especially potent, and opponents suffer a -2 to their save. Otherwise, this ability functions as the wizard spell of the same name. The Heartwarder can use this ability an additional time per day at levels 3, 6, 9, 12, 15, 18 and 20.
- Heartwarders may cast emotion: Hope as a special ability once per day at level 5. The heartwarder can use this ability an additional time at levels 10, 15 and 20. This spell functions as the wizard spell of the same name.
- At 11th level, the Heartwarder gains a permenant +1 bonus to charisma.
Restrictions:
- Alignment: May not be Lawful or Evil
~
@31606 = ~Charm Person
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be charmed, but an ogre could not. The person receives a Save vs. Spell -2 to avoid the effect.
If the spell recipient fails <PRO_HISHER> Save vs. Spell, <PRO_HESHE> regards the caster as a trusted friend and ally to be heeded and protected. The caster can give <PRO_HIMHER> orders, and the charmed individual will carry them out as quickly as possible.
If the caster harms, or attempts to harm, the charmed person by some overt action, or if Dispel Magic is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while <PRO_HESHE> was charmed. Also note that you cannot have a charmed creature leave the area where <PRO_HESHE> was charmed.~
//
// ... Broken Blades of Tempus
//
@32201 = ~broken blade of tempus~
@32202 = ~Broken Blade of Tempus~
@32203 = ~BROKEN BLADE OF TEMPUS: Broken Blades honor Tempus by treating those wounded in battle. Unlike Battleguards and Glorybloods, who are most frequently found on the front lines, it is more common to find a Broken Blades at the rear, treating and protecting the wounded. Broken Blades are particulary millitant for priests, often weilding battle axes, and will be found defending any of Tempus's holy sites.
Advantages:
- Broken Blades automatically gain proficiency with the axe.
- Can cast Chant as a spell like ability one time per day but with a casting time of 1 at first level. The Broken Blade gains an additional use every 5 levels.
Restrictions:
- Alignment: No alignment restrictions
~
@32205 = ~~
@32206 = ~Chant
(Conjuration/Summoning)
Level: 2
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: 30-ft. radius
Saving Throw: None
By means of the Chant spell, the priest brings special favor upon <PRO_HISHER>self and <PRO_HISHER> party and causes harm to <PRO_HISHER> enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weaponâs base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6+2 piercing plus 1d6 fire damage will deal 1d6+2 piercing plus 1d5 fire damage instead. The priest's enemies suffer the opposite effects.
Multiple chants are not cumulative.
~
//
// ... priest of mystra:
//
@32401 = ~weavekeeper of mystra~
@32402 = ~Weavekeeper of Mystra~
@32403 = ~WEAVEKEEPR OF MYSTRA: Mystra is known as the Lady of Spells and the Mother of Magic. She tends to the Weave, which enables mortals to cast spells. All wielders of magic and seekers after arcane lore are welcome in the service of Mystra. One sect of Mystra's clerics, known as Weavekeepers, is focused on investigating and controlling sources of powerful magic which, in the wrong hands, might harm the reputation and perception of magic use.
Advantages:
- Weavekeepers have a small amount of magic flowing through them constantly, regardless whether they have spells memorized. They may cast small cantrips from the various schools of magic at any time, without limit.
- From 3rd level, Weavekeepers can cast spells slightly faster than most priests, gaining a 1-point reduction in casting speed.
- From 5th level, once per day, Weavekeepers can cast an innate form of Dispel Magic which is as effective as that of an Inquisitor.
- Weavekeepers can use scrolls and wands normally restricted to wizards.
- Weavekeepers are unaffected by wild magic and dead magic fields.
Restrictions:
- May not dual-class.
~
@32411 = ~~
@32413 = ~Magic Wand~
@32414 = ~A Magic Wand may be used as a ranged weapon, casting a Magic Bolt at an enemy once per round, which does 1d4+1 magic damage. (Note, while doing so the wizard will be at a tactical disadvantage against nearby attackers using melee weapons.) Alternatively, the wizard can use the wand to cast one of the following cantrips:
- Deflective Shell: blocks one 1st- through 3rd level spell targeting the wizard. The Shell last 3 rounds.
- Conjure Rabbit: conjures a small rodent near the wizard, which lasts for 3 rounds.
- Glimpse: gives the wizard a brief (2-second) look at another area of the map.
- Drowse: the target will fall asleep for 1 round on a failed save vs. Spells.
- Bedazzle: the target suffers a -1 penalty to thac0 and AC for 1 round; on a failed save vs. Breath, the penalties are doubled and last for 2 rounds, and the target is blinded for the first round.
- Stiffen Bones: the target suffers from painful stiffness, suffering a -1 penalty to thac0 and damage for 1 round; on a failed save vs. Death, the penalties are doubled and last for 2 rounds, and the target is Slowed for the first round.
- Earthen Grasp: the target will be entangled, unable to move, for 2 rounds on a failed save vs. Petrification.~
@32415 = ~Rabbit~
//
// ... priest of azuth:
//
@32501 = ~magistrati of azuth~
@32502 = ~Magistrati of Azuth~
@32503 = ~MAGISTRATI OF AZUTH: Azuth is a lesser deity who assists Mystra, the Mother of Magic, in tending to 'the Weave' that enables all magic in Faerun to exist. Azuthan clergy tend to love magic for its own sake. They have a natural familiarity with and access to wizard spells. Specialty priests of Azuth are known as Magistrati.
Advantages:
- From 5th level, once per day, a Magistrati can concentrate and briefly increase <PRO_HISHER> ability to understand and identify the workings of magical items.
- Magistrati can use scrolls and wands normally restricted to wizards.
Restrictions:
- May not be Evil.
- May not dual-class.
~
@32505 = ~Legend Lore~
@32506 = ~Legend Lore
School: Divination
Duration: 3 rounds
Casting Time: 2
The caster of this spell gains a temporary insight into the history and nature of one or more magical objects in <PRO_HISHER> inventory.~
//
// ... priest of shar:
//
@33001 = ~darkcloak of shar~
@33002 = ~Darkcloak of Shar~
@33003 = ~DARKCLOAK OF SHAR: Shar is known as the Mistress of the Night. She is the goddess of darkness, presiding over caverns, dungeons, forgetfulness, loss, night, and secrets. The Darkcloaks are an unusual sect, who use Shar's influence to give care and comfort to those who are lost or emotionally damaged. While some other followers of Shar spurn these priests for failing to be militant enough, Darkcloaks still possess powerful abilities to strive against their enemies.
Advantages:
- May cast Power Word: Sleep once per day at level 1 once per day. The Darkcloak can use this ability an additinal time at levels 3, 6, 9, 12, 15, and 18. This ability functions as the spell of the same name.
- May cast Blur once per day at level 5. The Darkcloak can use this ability an additional time per day at levels 10, 15, and 20. This ability functions as the spell of the same name.
- May cast Phantom Blade once per day at level 9. The Darkcloak can use this ability at levels 20 and 30. This ability functions as the spell of the same name.
- May cast Power Word: Blindness once per day at level 13. The Darkcloak can use this ability an additional time at level 20. This ability functions as the spell of the same name.
Restrictions:
- May not dual-class to fighter.
- Alignment: may not be Chaotic or Good
~
@33004 = ~DARKCLOAK OF SHAR: Shar is known as the Mistress of the Night. She is the goddess of darkness, presiding over caverns, darkness, dungeons, forgetfulness, loss, night, and secrets. The Darkcloaks are an unusual sect, who use Shar's influence to give care and comfort to those who are lost or emotionally damaged. While some other followers of Shar spurn these priests for failing to be militant enough, Darkcloaks still possess powerful abilities to strive against their enemies.~
@33005 = ~~
//
// ... priest of moander:
//
@33101 = ~minion of moander~
@33102 = ~Minion of Moander~
@33103 = ~MINION OF MOANDER: Moander, is thought to be dead. However, cults dedicated to the lord of rot continue to exist. Minions of the darkbringer seek to spread rot and decay wherever they go.
Advantages:
- Minions are immune to the assassin vines and entangle spells.
- Minions can cast entangle as the spell once per day. <PRO_HESHE> can cast the spell an additional time at levels 4, 8, 12, 16 and 20.
- At 11th level, the Minion can cast assassin vines once per day. <PRO_HESHE> can cast the spell an additional time per day at levels 20 and 30.
Restrictions:
- Alignment: Any evil or chaotic neutral
~
//
// ... priest of besheba:
//
@33201 = ~doommaster of beshaba~
@33202 = ~Doommaster of Beshaba~
@33203 = ~DOOM<PRO_MASTERMISTRESS> OF BESHABA: Beshaba, the maid of misfortune, is the jealous goddess of ill-fate. Not worshiped so much as feared, she demands tribute, or at least lip service, else she is likey to doom those that offend her to a life of failure. Her priests work to ensure that she her ego is adequately sated.
Advantages:
- Doommasters can cast a special version of the doom spell at will. It can be used once, and only once, on a given opponent.
- Doommasters gain a +1 bonus to all saves.
- At 7th level, the doommaster can cast misfire as a special ability once per day. Misfire works as the spell of the same name. The doommaster can use this abilty an additional time per day at levels 10, 13, 16 and 19.
- At 10th level, the doommaster can cast misfortune. <PRO_HESHE> can use this abilty one additional time at levels 15, and 20.
MISFORTUNE: This abilty curses the target, causing them a penalty of -10 penalty to THAC0, saves and AC for one round/level if they fail a save vs. spell.
Restrictions:
- Alignment: Any evil or chaotic neutral
~
@33206 = ~Misfortune~
@33207 = ~Misfortune
This abilty curses the target, causing them a penalty of -10 penalty to THAC0, saves and AC for one round/level if they fail a save vs. spell.
~
//
// ... talon of malar
//
@33401 = ~talon of malar~
@33402 = ~Talon of Malar~
@33403 = ~TALON OF MALAR: Malar, god of the savage wild, is not a popular god with many devoted followers. Like Umberlee, he is invoked usually to prevent his intercession (usually heralded by wild beasts) as opposed to beseeching it. Malarite clergy members preach the joys and the bountiful yields of the hunt and work to thwart the expansion of farms and settlements, so as to preserve as much wilderness as possible.
Advantages:
- Talons may cast "Claws of malar" as an innate ability, at will. 20% of all attacks with the Claws of Malar cause infection upon a failed save vs. Death, weakening the target and causing a 10% chance of spell failure.
- Talons may use the Tracking ability at will.
- Whenever a Talon casts an Animal Summoning spell, the creatures so summoned automatically benefit from application of the Animal Growth spell (2-point bonus to hit, damage, armor class and saving throws, and a 50% increase in hit points).
- At 7th level, Talons may cast the spell Blood Rage once per day as an innate ability.
- At 11th level, Talons may cast Blood Rage twice per day as an innate ability.
Restrictions:
- May not be Lawful or Good.
~
@33411 = ~Claws of Malar~
@33412 = ~Dispel Claws~
@33413 = ~Tracking~
@33414 = ~Tracking
With an intimate knowledge of <PRO_HISHER> surroundings and the creatures that live within them, a Talon of Malar can use the Tracking ability to give <PRO_HIMHER>self a general idea of what creatures are in an area and which direction they are. Red arrows at the edge of the screen will point in the general direction of the creatures in the area.~
//
// ... hammer of moradin
//
@37101 = ~sonnlinor of moradin~