Magic
This god is the patron of magic in all its forms. At the DM's discretion, he
could be the source of all magical energies used by the world's mages; or, he
could just be the god responsible for teaching the most important spells and
rituals to mortal mages. Either way, he is as beloved of mages as of any other
class of characters.
Priests of this god, in addition to encouraging worship of the god, act as
scholars of magic. They help preserve libraries of magical information and
encourage correspondence and the exchange of ideas (and spells) between mages.
Every school of magic or priest sphere of influence could have its own, lesser
god: There could be a god of Necromancy, a god of Enchantment, etc.
Gods of magic are as likely to be male as female.
The priests of this god are on good terms with the priests of Darkness/Night,
Dawn, Elemental Forces, Fire, Healing, Light, Moon, Oracles/Prophecy, and Sun.
Alignment: The deity is true neutral. The priests may be neutral evil, true neutral, or
neutral good; evil priests have their own sect and the other priests don't have
to tolerate them. The flock may be of any alignment.
Minimum Ability Scores: Wisdom 12, Intelligence 13. Wisdom or Charisma 16 means +5% experience;
Wisdom and Intelligence 16 means +10% experience.
Races Allowed: Elves, half-elves, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Spellcraft. Nonweapon Proficiencies
Recommended: Reading/Writing, Religion, Ancient Languages. Weapon Proficiencies
Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Wizard.
Duties of the Priest: Guidance, Marriage. Education: These priests cooperate with magicians to
educate in the ways of magic.
Weapon and Armor Restrictions: Weapons Permitted: Belaying pin, dagger/dirk, dart, knife, quarterstaff,
sling. Armor Permitted: None; no shields. Oriental Campaigns: Also shuriken. All
together, these constitute Poor combat abilities.
Other Limitations: Priests of this sect receive four-sided dice for hit points, not eight-sided.
Spheres of Influence: Major Access to All, Astral, Charm, Divination, Elemental, Healing,
Protection, Summoning. Minor Access to Animal, Guardian, Necromantic, Plant, Sun,
Weather. This priesthood has an extra major access, which helps make up for its
reduced hit points.
Powers: Inspire Fear (as per the Designing Faiths chapter). Language/Communication (as per the Designing Faiths chapter); from 1st level to 8th, the priest
receives one extra language per level (or one extra nonweapon proficiency slot
which may only be used for languages); the priest may choose the language of any
sentient race known to him, or may choose to communicate with any animal species,
with each of these choices. Turn Undead (same as the Cleric ability; if evil, Control Undead instead). At 3rd level: Infravision (same as the elf ability; an elven or half-elven priest of this faith has
Infravision of doubled range, to 120'). At 8th level: Shapechanging (as per the Designing Faiths chapter).
Followers and Strongholds: The followers are received at 9th level, and consist of three third-level
priests and six first-level priests of the same order, plus one fifth-level mage
who acts as consultant, and one third-level fighter and seven first-level
fighters to act as guards. The priest may take the following on adventures: Three
priests (only one of whom may be third-level), one mage, and two fighters of his
choice. The priesthood will pay for half of the cost of stronghold construction
at 9th level.
Possible Symbols: Brazier, Book.
Notes: This priest is close in aspect to mages, so the weapons permitted him are
similar to those permitted to mages.
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