@1="Hammer of Moradin"
@2="HAMMER OF MORADIN 
(Dwarven Defender / Priest of Moradin) 

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. The Hammers of Moradin are an elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan.

Advantages:
- SPHERE_PLACEHOLDER
- May use Defensive Stance once per day. Gains one additional use at fighter level 4, and an additional use every 4 fighter levels thereafter.
- 3rd level cleric: May cast Enchanted Weapon once per day, as the 4th level wizard spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: May cast Prayer once per day, as the 3rd level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level cleric: May cast Stoneskin once per day, as the 4th level wizard spell.. An additional use is gained at 12th level and every 5 levels thereafter.

DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.

- Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 fighter levels to a maximum of 20% at fighter level 20.

Disadvantages:
- May achieve Specialization (two slots) only in hammers.

Requirements:
- Race restricted to dwarf.
- Alignment must be Lawful Good, Neutral Good, or Lawful Neutral."

@3="Forgemaster of Moradin"
@4="FORGEMASTER OF MORADIN: 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:
- SPHERE_PLACEHOLDER
- 3rd level: May cast Enchanted Weapon once per day, as the 4th level wizard spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level: May cast Prayer once per day, as the 3rd 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 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages:
- None.

Requirements:
- Race restricted to dwarf.
- Alignment must be Lawful Good, Neutral Good, or Lawful Neutral."


@5="Berserker-Priest of Tempus"
@6="BERSERKER-PRIEST OF TEMPUS
(Berserker / Priest of Tempus)

 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. His Berserker-Priests channel the wild, uncontrollable nature of war and conflict into their berserker rages.

Advantages:
- May achieve Mastery (three slots) in all melee weapons.
- SPHERE_PLACEHOLDER
- May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level).
- MAGE_SPELL_PLACEHOLDER
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 3rd level cleric: 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 cleric: May cast Holy Power once per day, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level cleric: May cast Emotion: Courage once per day, as the 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter.

ENRAGE: BERSERKER_RAGE_PLACEHOLDER

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:
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.

Requirements:
- Alignment restricted to Chaotic Good, Chaotic Neutral, Chaotic Evil, or True Neutral."

@7="Fury of Talos"
@8="FURY OF TALOS
(Barbarian / Priest of Talos)

 Talos (pronounced: TAHL-os) is the evil god of storms, destruction, and rebellion, and he has long been worshipped by small sects among the barbarians of Faerûn. These wild warriors revel in the destructive aspects of nature.

Advantages:
- SPHERE_PLACEHOLDER
- May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
- MAGE_SPELL_PLACEHOLDER
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 3rd level cleric: May cast Storm Shell once per day, as the 3rd level priest spell. An additional use is gained at 7th level and every 4 levels thereafter.
- 5th level cleric: May cast Call Lightning once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 4 levels thereafter.
- 7th level cleric: May cast Lightning of Talos once per day, as detailed below. An additional use is gained at 12th level and every 5 levels thereafter.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

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:
- May not wear armor heavier than splint mail.

Requirements:
- Alignment restricted to neutral evil, chaotic evil, and chaotic neutral."

@9="Sword of Selûne"
@10="SWORD OF SELÛNE
(Kensai / Priest of Selûne)

 Selûne (pronounced: seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. 

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.

The Swords of Selûne are an elite order of (mostly female) warriors in the service of the moon goddess. They eschew heavy armor and have trained to be one with their weapons, which they hold sacred to Selûne. Swords of Selûne may be found throughout Faerûn, protecting the weak and oppressed wherever they wander.

Advantages:
- SPHERE_PLACEHOLDER
- May learn these additional cleric spells: Alicorn Lance, Healing Mist.
- +2 bonus to Armor Class.
- A further +2 bonus to Armor Class against werewolves and other lycanthropes.
- +1 to hit and damage rolls every 3 fighter levels.
- -1 bonus to Speed Factor every 4 fighter levels.
- May use the Kai ability once per day, as detailed below. An additional use of this power is gained at fighter level 5 and every 4 levels thereafter. 
- 3rd level cleric: May cast Moonblade once per day, as the 2nd level priest spell. An additional use of this power is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: 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 11th level and every 6 levels thereafter. 
- 9th level cleric: May cast True Seeing once per day, as the 5th level priest spell. An additional use of this power is gained at 15th level and every 6 levels thereafter.


KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
- May not wear any armor.
- May not use ranged weapons (either missile or thrown).
- May not wear gauntlets or bracers.

Requirements:
- Alignment restricted to chaotic good, neutral good, and chaotic neutral."

@11="Magehunter of Helm"
@12="MAGEHUNTER OF HELM
(Wizard Slayer / Priest of Helm)

 Some followers of Helm, the neutral god of watchers and protectors, have devoted themselves to hunting down spellcasters who threaten order and the forces of law. 

Advantages:
- Each successful hit bestows a 25% cumulative chance of spell failure on the target.
- WIZARD_SLAYER_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 3rd level cleric: May cast Glyph of Warding once per day, as the 3rd level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: 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 cleric: May cast Truesight once per day, as the 5th level priest spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages:
- May not use any magic items apart from weapons and armor.

Requirements:
- Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral."

@13="Dark Knight of Bane"
@14="DARK KNIGHT OF BANE
(Fighter / Priest of Bane)

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. Many of his priests train in the martial arts.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Immunity to fear effects.
- 5th level cleric: 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 cleric: 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 cleric: 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 cleric: 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:
- None.

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil or Chaotic Evil."

@15="Knight of Iyachtu Xvim"
@16="KNIGHT OF IYACHTU XVIM
(Fighter / Priest of Iyachtu Xvim)

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

Xvim was imprisoned under Zhentil Keep during the Time of Troubles, where he was held for ten years. He managed to free himself when Zhentil Keep fell during the Cyrinishad fiasco, where he also managed to steal the portfolios of Tyranny and Hatred away from Cyric. He is now the god of Fear, Hatred, Malice, and Tyranny. He is working toward fully taking the place of his father, Bane, which makes him a bitter enemy of Cyric. His following is strongest in the East, particularly in Thay, but his priesthood is rapidly spreading throughout the Realms. Many of them train in the martial arts.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Immunity to fear effects.
- 5th level cleric: 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 cleric: 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 cleric: 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 cleric: 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:
- None.

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil or Chaotic Evil."

@17="Templar of Lathander"
@18="TEMPLAR OF LATHANDER
(Fighter / Priest of Lathander)

 Lathander (pronounced: Lah-THAN-der) is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His Templars are holy warriors who battle undead and other evil things in his name.

Advantages:
- SPHERE_PLACEHOLDER
- 3rd level cleric: May cast Hold Undead once per day, as the 3rd level wizard spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 7th level cleric: 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 cleric: May cast False Dawn once per day, as the 6th level priest spell. An additional use is gained at 14th level and every 5 levels thereafter.

Disadvantages:
- None.

Requirements:
- Alignment restricted to lawful good, neutral good, chaotic good, and true neutral."

@19="Holy Justice of Tyr"
@20="HOLY JUSTICE OF TYR

 Tyr (pronounced: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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, as the 2nd level priest spell. 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, as the 7th level priest spell. 

Disadvantages:
- None.

Requirements:
- Alignment restricted to lawful good, neutral good, or lawful neutral."
@21="Guardian of Helm"
@22="GUARDIAN OF HELM
(Fighter / Priest of Helm)

 All followers of the neutral god of watchers and protectors are warriors in their own right, but Helm's Guardians focus as much on martial as on spiritual matters. They may be found throughout the lands, serving in mercenary companies and militias.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 3rd level cleric: May cast Glyph of Warding once per day, as the 3rd level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: 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 cleric: May cast Truesight once per day, as the 5th level priest spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages:
- None.

Requirements:
- Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral."

@23="Forester of Mielikki"
@24="FORESTER OF MIELIKKI: Mielikki, the Lady of the Forest, is patron of rangers, dryads, and forest creatures. The members of Mielikki’s church are widespread and rarely collect into large groups for any length of time.
There are few temples to the Forest Queen, with most worship taking place in glades or at small shrines. The members of the church act as the voices of the trees, protectors of the forests, and warriors of the faith. 

Mielikki's Foresters are ranger/clerics who specialise in archery - they are seen from time to time on the edge of the wilderness, seeking out those who would harm the forests or their inhabitants. Many venerate Gwaeron Windstrom, a demigod of rangers who serves Mielikki.

Advantages:
- CLERIC_POWER_LEVEL_3May cast Blur once per day, as the 2nd level wizard spell. CLERIC_POWER_PLACEHOLDER_3
- CLERIC_POWER_LEVEL_7May cast Free Action once per day ,as the 4th level priest spell. CLERIC_POWER_PLACEHOLDER_7
- +1 to hit and damage rolls with any missile weapon every 3 ranger levels.
- May achieve High Mastery (4 slots) in longbows and shortbows.
- May use the Called Shot ability once per day. Gains one use at ranger level 4 and an additional use every 4 ranger levels thereafter.

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
 4th level: -1 penalty to target's THAC0.
 8th level: -1 penalty to target's Saving Throws vs. Spell.
 12th level: -1 penalty to the target's Strength score.
 16th level: +2 bonus to damage roll.

Disadvantages:
- May not wear any metal armor.
- May only become Proficient (one slot) with melee weapons.

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, and true neutral/"

@25="Hunter of Selûne"
@26="HUNTER OF SELÛNE
(Ranger/Priest of Selûne)

 Selûne (pronounced: seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. 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. 

The Hunters of Selûne are an order of rangers who wander the wild places of the North, protecting lost travellers and seeking out threats to the innocent.

Advantages:
- SPHERE_PLACEHOLDER
- May learn these additional cleric spells: Alicorn Lance, Healing Mist.
- +2 bonus to Armor Class against werewolves and other lycanthropes.
- 3rd level cleric: 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 cleric: 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 cleric: 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:
- None.

Requirements:
- Alignment restricted to chaotic good, neutral good, and chaotic neutral."
@27="Silverstar of Selûne"
@28="SILVERSTAR OF SELÛNE: Selûne (pronounced: seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. 

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:
- SPHERE_PLACEHOLDER
- 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:
- None.

Requirements:
- Alignment restricted to chaotic good, neutral good, and chaotic neutral."

@31=~Less than a fortnight after your initiation into the Temple of Moradin, you were summoned before the High Forgesmith of your order. In a cordial, if somewhat cold meeting, you were assigned your first duty as a full member of the temple: to make a pilgrimage to the North and see if you could bring the word of Moradin to dwarven settlers in the frontier towns. Almost as an afterthought, he informed you of his "concerns" over portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might serve to maintain peace in the region.

Though these pilgrimages are often considered an unwanted duty by the more inward-looking dwarves of your order, you found yourself eager to accept the task. It seemed to be a chance to bring order to the people of the North, a chance to do some good rather than falling into a routine and simply presiding over the usual services within the temple. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the doctrines of the Dwarffather firmly etched in your mind.~


@32="TITLE_PLACEHOLDER of Mielikki"
@33="TITLE_PLACEHOLDER OF MIELIKKI: 

Mielikki, the Lady of the Forest, is patron of rangers, dryads, and forest creatures. The members of Mielikki’s church are widespread and rarely collect into large groups for any length of time.
There are few temples to the Forest Queen, with most worship taking place in glades or at small shrines. The members of the church act as the voices of the trees, protectors of the forests, and warriors of the faith. 

Advantages:
- CLERIC_POWER_LEVEL_3May cast Blur once per day . CLERIC_POWER_PLACEHOLDER_3
- CLERIC_POWER_LEVEL_7May cast Summon Nature's Ally once per day . CLERIC_POWER_PLACEHOLDER_7

Disadvantages:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, and true neutral"

@34="Demarch of Mask"
@35="DEMARCH OF MASK: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 3rd level: May cast Knock once per day, as the 2nd level wizard 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 wizard 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, as the 5th level wizard spell. 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."
@36="Demarch"

@37="Shadow of Mask"
@38="SHADOW OF MASK
(Thief / Priest of Mask)

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, and so it is common for his priests to be as trained in thievery as in the divine arts. 

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 3rd level cleric: May cast Knock once per day, as the 2nd level wizard spell. An additional use of this power is gained at 7th level and every 4 levels thereafter.
- 7th level cleric: May cast Shadow Monsters once per day, as the 4th level wizard spell. This is replaced by Demi-Shadow Monsters at 11th level and by Shades at 13th level.
- 9th level cleric: May cast Shadow Door once per day, as the 5th level wizard spell. 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."
@39="Lorekeeper of Oghma"
@40="LOREKEEPER OF OGHMA: 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:
- SPHERE_PLACEHOLDER
- Gains a base of 15 lore/level.
- 5th level: May cast Secret Word once per day, as the 4th level wizard spell. Gains an additional use at level 10 and every 5 levels thereafter.
- 9th level: May cast Pierce Magic once per day, as the 6th level wizard spell. Gains an additional use at level 14 and every 5 levels thereafter."
@41="Lorekeeper"
@42="Diviner of Oghma"
@43="DIVINER OF OGHMA: 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.

It is common for Oghma's followers to study the magical arts as well as the divine teachings of Oghma, and those who do so often specialise in divination magic.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- Gains a base of 15 lore/cleric level.
- 5th level: May cast Secret Word once per day, as the 4th level wizard spell. Gains an additional use at cleric level 10 and every 5 levels thereafter.
- 9th level: May cast Pierce Magic once per day, as the 6th level wizard spell. Gains an additional use at cleric level 14 and every 5 levels thereafter.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER"

@44=~Painbearer of Ilmater~
@45=~PAINBEARER OF ILMATER: 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:
- SPHERE_PLACEHOLDER
- Immune to (most) effects that cause pain - while the character feels the pain, <PRO_HESHE> can endure it without affecting <PRO_HISHER> actions.
- May cast Remove Fear once per day, as the 1st level priest spell. An additional use is gained at 5th level and every 4 levels thereafter.
- 3rd level: May cast Favor of the Martyr once per day, as the 3rd 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 6th level priest spell. An additional use is gained at 15th level and every 6 levels thereafter.

Requirements:
- Alignment restricted to lawful good, neutral good, and lawful neutral.~

@49="Abjurer of Ilmater"
@50=~ABJURER OF ILMATER: 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. 

Those of Ilmater's faith who study the arcane arts often specialize in abjuration, recognising that the Art may provide solace and protection to those who need Ilmater's blessing.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- Immune to (most) effects that cause pain - while the character feels the pain, <PRO_HESHE> can endure it without affecting <PRO_HISHER> actions.
- May cast Remove Fear once per day, as the 1st level priest spell. An additional use is gained at 5th level and every 4 levels thereafter.
- 3rd level cleric: May cast Favor of the Martyr once per day, as the 3rd level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 7th level cleric: 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 cleric: can cast Heal once per day, as the 6th level priest spell. An additional use is gained at 15th level and every 6 levels thereafter.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to lawful good, neutral good, and lawful neutral.~


@51="Luckbringer of Tymora"
@52="LUCKBRINGER OF TYMORA: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +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.

Requirements:
- Alignment restricted to Neutral Good, Chaotic Good, Neutral, or Chaotic Neutral."


@54="Morninglord of Lathander"
// this is largely adjusted from the vanilla description
@55="MORNINGLORD OF LATHANDER: 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:
- SPHERE_PLACEHOLDER
- 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.

Requirements:
- Alignment restricted to lawful good, neutral good, chaotic good, and true neutral."
@56="Stormlord of Talos"
// largely adjusted from the vanilla description
@57="STORMLORD OF TALOS: 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:
- SPHERE_PLACEHOLDER
- May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
- MAGE_SPELL_PLACEHOLDER
- 3rd level: May cast Storm Shell once per day, as the 3rd level priest spell. An additional use is gained at 7th level and every 4 levels thereafter.
- 5th level: May cast Call Lightning once per day, as the 3rd level priest spell. 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.

Requirements:
- Alignment restricted to neutral evil, chaotic evil, and chaotic neutral."
@58="Watcher of Helm"
// largely adjusted from the vanilla description
@59="WATCHER OF HELM: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 3rd level: May cast Glyph of Warding once per day, as the 3rd level priest spell. 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, as the 6th level priest spell. An additional use is gained at 12th level and every 5 levels thereafter.

Requirements:
- Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral."
@60="Battleguard of Tempus"
@61="BATTLEGUARD OF TEMPUS: 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.
- SPHERE_PLACEHOLDER
- May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level).
- MAGE_SPELL_PLACEHOLDER
- 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, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level: May cast Emotion: Courage once per day, as the 4th level wizard spell. 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.

Requirement:
- Alignment restricted to chaotic good, chaotic neutral, chaotic evil, or true neutral."
@62="Champion of Tyr"
@63="CHAMPION OF TYR
(Fighter / Priest of Tyr)

 Tyr (pronounced: 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. 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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 cleric: May cast Hold Person once per day, as the 2nd level priest spell. An additional use is gained at 7th level and every 4 levels thereafter.
- 5th level cleric: 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 cleric: May cast Holy Word once per day. 

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

Sune'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
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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 <PRO_HISHER> 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, as the 5th level priest spell. 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 (both as the 4th level wizard spells).
- 12th level: May use Mantle once per day.

Requirements:
- Alignment restricted to neutral good, chaotic good, and chaotic neutral."
@66="Dreadmaster of Bane"
@67="DREADMASTER OF BANE: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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.

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil or Chaotic Evil."
@68="Authlim of Iyachtu Xvim"
@69="AUTHLIM OF IYACHTU XVIM: Iyachtu Xvim (pronounced: Ee-YAK-too ZVIHM) is said to be the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. Another tale says he is the spawn of the Black Lord and a corrupted Paladin. Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes.

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

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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.

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil."
@70="Gray One of Myrkul"
@71="GRAY ONE OF MYRKUL: 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 are its priests numerous. Myrkulite priests tend to be morbid loners.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Commands Undead as if 2 levels higher.
- 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. 

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil."
@72="Necrophant of Velsharoon"
@73="NECROPHANT OF VELSHAROON: Velsharoon (pronounced: VEL-shah-roon) is the Archmage of Necromancy, a demipower who has gathered the study, practice, and practitioners of necromancy and evil liches into his portfolio and who is striving to add general undeath as well. Newly elevated to a divine state, the Lord of the Forgotten Crypt is only beginning to create a cult of worshipers in the Realms. Although many prognosticators, mortals and immortals alike, have predicted the quick destruction of this arrogant necromancer, Velsharoon has played one power off against another, and he has begun to establish himself in the Faerûnian pantheon.

Cultists of Velsharoon gather in dusty crypts, abandoned mausoleums, and neglected graveyards. The Necromancer has few true temples, but those few which have been constructed are located in ancient catacombs or necropolises and resemble brooding stone mausoleums carved with ghastly depictions of the dead, the dying, and the undead.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Commands Undead as if 2 levels higher.
- 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. 

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

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

Strifeleaders wear black and purple robes. Silver bands, the symbol of their enslavement to Cyric, are worn on their wrists.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- May coat <PRO_HISHER> weapon in poison once per day per 6 levels, as detailed below.

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 Chaos once per day, as the 5th level wizard spell. An additional use is gained at level 18 and every 6 levels thereafter.

Requirements:
- Alignment restricted to Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil."
@76="Deathstalker of Bhaal"
@77="DEATHSTALKER OF BHAAL: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- May coat <PRO_HISHER> 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.

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, and Chaotic Evil."
@78 =~Firewalker of Kossuth~
@79 =~FIREWALKER OF KOSSUTH: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 25% fire resistance, increasing by 2% per level.
- 3rd level: May cast Combust once per day, as the 2nd level wizard 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 wizard 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 wizard 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.~
@80="Dweomerkeeper of Mystra"
@81="DWEOMERKEEPER OF MYSTRA: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +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 wizard 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.

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil."

@82="Magistrate of Azuth"
@83="MAGISTRATE OF AZUTH: 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:
- SPHERE_PLACEHOLDER
- 3rd level: May cast Magic Missile once per day, as the 1st level wizard 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 wizard 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 wizard 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 wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Requirements:
- Alignment restricted to Lawful Good, Lawful Neutral, True Neutral, Chaotic Neutral, and Lawful Evil."
@84="Nightcloak of Shar"
@85="NIGHTCLOAK OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

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

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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Immune to all forms of blindness.
- 3rd level: May cast Blindness once per day, as the 2nd level wizard 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 wizard 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 wizard spell.

Requirements:
- Alignment restricted to True Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil."
@86="Conjurer of Azuth"
@87="CONJURER OF AZUTH: 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.

Unsurprisingly, many of Azuth's priests also learn the arcane arts. 

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- 3rd level cleric: May cast Magic Missile once per day, as the 1st level wizard spell. An additional use is granted at 7th level and every 4 levels thereafter.
- 5th level cleric: May cast Lightning Bolt once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 7th level cleric: May cast Fireball once per day, as the 3rd level wizard spell. An additional use is granted at 13th level and every 6 levels thereafter.
- 9th level cleric: May cast Mordenkainen's Force Missiles once per day, as the 4th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages: 
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Good, Lawful Neutral, True Neutral, Chaotic Neutral, and Lawful Evil."
@88="Conjurer of Bane"
@89="CONJURER OF BANE: 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.

Among those followers of Bane who study the arcane arts, conjuration is a popular choice - conjurers of Bane call forth servants to fight in their stead, and aspire to call and bind the mightiest creatures of the planes.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Immunity to fear effects.
- 5th level cleric: 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 cleric: 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 cleric: 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 cleric: 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, and Chaotic Evil."
@90="Conjurer of Xvim"
@91="CONJURER OF IYACHTU XVIM: Iyachtu Xvim (pronounced: Ee-YAK-too XVIHM) is said to the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. Another tale says he is the spawn of the Black Lord and a corrupted Paladin. Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes.

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

Among those followers of Iyachtu Xvim who study the arcane arts, conjuration is a popular choice - conjurers of Xvim call forth servants to fight in their stead, and aspire to call and bind the mightiest creatures of the planes.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Immunity to fear effects.
- 5th level cleric: 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 cleric: 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 cleric: 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 cleric: 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, and Chaotic Evil."
@92="Bloodspear of Gruumsh"
@93="BLOODSPEAR OF GRUUMSH: 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:
- SPHERE_PLACEHOLDER
- +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. 

Requirements:
- Alignment restricted to Chaotic Neutral, Neutral Evil and Chaotic Evil."
@94="Feywarden of Corellon"
@95="FEYWARDEN OF CORELLON: 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:
- SPHERE_PLACEHOLDER
- +2 AC vs spiders.
- 3rd level: May cast Chromatic Sphere once per day, as the 1st level wizard 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 wizard 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 wizard spell.

Requirements:
- Race restricted to elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."
@96="Priestess of Lolth"
@97="PRIESTESS OF LOLTH: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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 wizard 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.

Requirements:
- Race restricted to elf or half-elf.
- Alignment restricted to Chaotic Neutral, Neutral Evil, or Chaotic Evil.
- Must be female."
@98="Fastpaw of Baervan"
@99="FASTPAW OF BAERVAN: 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:
- SPHERE_PLACEHOLDER
- 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 wizard spell except that only the Fastpaw can be affected. An additional use is gained at 14th level and every 7 levels thereafter.

Requirements:
- Race restricted to gnome, elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."
@100="Valiant One of Clangeddin"
@101="VALIANT ONE OF CLANGEDDIN: 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:
- SPHERE_PLACEHOLDER
- 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.

Requirements:
- Race restricted to dwarf.
- Alignment must be Lawful Good, Neutral Good, or Lawful Neutral."

@102="Icepriest of Auril"
@103="ICEPRIEST OF AURIL: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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 wizard 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 wizard 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 <PRO_HIMHER> 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.

Requirements:
- Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil."
@104="Malagent of Talona"
@105="MALAGENT OF TALONA: 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:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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.

Requirements:
- Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil."
@106="Waveservant of Umberlee"
@107="WAVESERVANT OF UMBERLEE: 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:
- SPHERE_PLACEHOLDER
- 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.

Requirements:
- Alignment must be Chaotic Neutral, Neutral Evil, or Chaotic Evil."

@108="Talon of Malar"
@109="TALON OF MALAR: 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:
- SPHERE_PLACEHOLDER
- 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).

Requirements:
- Alignment must be Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil."
@110="Enchanter of Sune"
@111="ENCHANTER OF SUNE: Sune (pronounced: SUE-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

Their natural charisma and insight into the emotions of humans and other sentient species means that Suneite priests who study the Art commonly specialise in Enchantment.

Advantages:
- +2 Charisma
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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 cleric: 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 Enchanter temporarily augments <PRO_HISHER> 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 cleric: May cast Flame Strike once per day. An additional use is gained at level 12 and every 5 levels thereafter.
- 9th level cleric: May use Emotion: Hope once per day and Emotion: Hopelessness once per day.
- 12th level cleric: May use Mantle once per day.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to neutral good, chaotic good, and chaotic neutral."
@112="Illusionist of Shar"
@113="ILLUSIONIST OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

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

The secretive nature of Shar's faith, and her association with shadow and darkness, means that cleric/mages in her service often specialise in illusion magic.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Immune to all forms of blindness.
- 3rd level cleric: May cast Blindness once per day, as the 2nd level wizard spell. An additional use is granted at 9th level, and every 6 levels thereafter.
- 6th level cleric: 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 cleric: May cast Confusion once per day, as the 4th level wizard spell. An additional use is gained at 17th level and every 8 levels thereafter.
- 13th level cleric: May cast Power Word: Blind once per day, as the 8th level wizard spell.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to True Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil."
@114="Invoker of Lathander"
@115="INVOKER OF LATHANDER: 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.

Lathander welcomes all mages into his faith, but invocation magic is especially popular among his cleric/mages, perhaps because of the association between Lathander and the cleansing energies of the sun.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to lawful good, neutral good, chaotic good, and true neutral."
@116="Invoker of Talos"
@117="INVOKER OF TALOS: 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.

The destructive energies associated with invocation mean that this school of magic is especially popular among Talassar cleric/mages.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
- MAGE_SPELL_PLACEHOLDER
- 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to neutral evil, chaotic evil, and chaotic neutral."
@118="Necromancer of Talona"
@119="NECROMANCER OF TALONA: 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.

Necromancy is a common specialisation among mages who venerate Talona.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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.
- 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.

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)

Disadvantages: 
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil."
@120="Necromancer of Myrkul"
@121="NECROMANCER OF MYRKUL: 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.

For obvious reasons, the worship of Myrkul is popular amongst necromancers.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Commands Undead as if 2 levels higher.
- 3rd level cleric: 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 cleric: Gains permanent Negative Plane Protection.
- 9th level cleric: May cast Dolorous Decay once per day, as the 6th level cleric spell. 
- 12th level cleric: May cast Wither once per day, as the 7th level cleric spell. 

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil."
@122="Necromancer of Velsharoon"
@123="NECROMANCER OF VELSHAROON: Velsharoon (pronounced: VEL-shah-roon) is the Archmage of Necromancy, a demipower who has gathered the study, practice, and practitioners of necromancy and evil liches into his portfolio and who is striving to add general undeath as well. Newly elevated to a divine state, the Lord of the Forgotten Crypt is only beginning to create a cult of worshipers in the Realms. Although many prognosticators, mortals and immortals alike, have predicted the quick destruction of this arrogant necromancer, Velsharoon has played one power off against another, and he has begun to establish himself in the Faerûnian pantheon.

For obvious reasons, the worship of Velsharoon is popular amongst necromancers.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Commands Undead as if 2 levels higher.
- 3rd level cleric: 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 cleric: Gains permanent Negative Plane Protection.
- 9th level cleric: May cast Dolorous Decay once per day, as the 6th level cleric spell. 
- 12th level cleric: May cast Wither once per day, as the 7th level cleric spell. 

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil."
@124="Diviner of Selûne"
@125="DIVINER OF SELÛNE: Selûne (pronounced: Seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

Selûne's connection to astrology and fortune telling leads many diviners - especially women - to follow her teaching.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- May learn these additional cleric spells: Alicorn Lance, Healing Mist.
- +2 bonus to Armor Class against werewolves and other lycanthropes.
- 3rd level cleric: 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 cleric: 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 cleric: 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to chaotic good, neutral good, and chaotic neutral."
@126="Transmuter of Selûne"
@127="TRANSMUTER OF SELÛNE: Selûne (pronounced: Seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

Spellcasters - especially female spellcasters - often pay homage to Selûne, and some few mages study her teachings more deeply. While it is more common for such mages to specialise in divination, some few study transmutation, seeing it as honoring the ever-changing nature of the moon as well as Selûne's role as patron of good-aligned lycanthropes.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- May learn these additional cleric spells: Alicorn Lance, Healing Mist.
- +2 bonus to Armor Class against werewolves and other lycanthropes.
- 3rd level cleric: 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 cleric: 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 cleric: 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:
- BARRED_SCHOOL_PLACEHOLDER

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

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

Cyric's penchant for lies and deception leads many evil-hearted enchanters to venerate him.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- May coat <PRO_HISHER> weapon in poison once per day per 6 levels, as detailed below.

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 cleric: 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 cleric: May cast Invisible Stalker once per day, as the 6th level wizard spell.
- 12th level cleric: May cast Chaos once per day, as the 5th level wizard spell. An additional use is gained at level 18 and every 6 levels thereafter.

Disadvantages: 
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil."
@130="Transmuter of Mystra"
@131="TRANSMUTER OF MYSTRA: Mystra (pronouced: 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.

A great many of Mystra's priests also practise the Art of wizardry. Transmuters of Mystra focus on the role of Mystra as the source of all change within magic, and of all change that magic brings to the world.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +1 to saving throws against spells from any school of magic.
- Unaffected by (most) wild-magic and dead-magic areas.
- 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
- 5th level cleric: May cast Remove Magic once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 9th level cleric: 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil."

@132="Illusionist of Azuth"
@133="ILLUSIONIST OF AZUTH: 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.

Unsurprisingly, many of Azuth's priests also learn the arcane arts. 

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- 3rd level cleric: May cast Magic Missile once per day, as the 1st level wizard spell. An additional use is granted at 7th level and every 4 levels thereafter.
- 5th level cleric: May cast Lightning Bolt once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 7th level cleric: May cast Fireball once per day, as the 3rd level wizard spell. An additional use is granted at 13th level and every 6 levels thereafter.
- 9th level cleric: May cast Mordenkainen's Force Missiles once per day, as the 4th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages: 
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Good, Lawful Neutral, True Neutral, Chaotic Neutral, and Lawful Evil."
@134="Abjurer of Mystra"
@135="ABJURER OF MYSTRA: 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.

A great many of Mystra's priests also practise the Art of wizardry. Abjurers of Mystra focus on the Lady of Mystery's control of the weave, learning how to grant - or deny - magic to others.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +1 to saving throws against spells from any school of magic.
- Unaffected by (most) wild-magic and dead-magic areas.
- 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
- 5th level cleric: May cast Remove Magic once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 9th level cleric: 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil."
@136 =~Elementalist of Kossuth~
@137 =~FIRE ELEMENTALIST OF KOSSUTH: 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.

Many of Kossuth's followers study the Art, focussing on magics that call forth elemental fire.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of fire-related spells.
- Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
- Spirit of Flame: +10% resistance to fire, and targets suffer +20% fire damage.
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 25% fire resistance, increasing by 2% per level.
- 3rd level cleric: May cast Combust once per day, as the 2nd level wizard spell. An additional use is granted at 9th level and every 6 levels thereafter.
- 5th level cleric: May cast Fireball once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 7th level cleric: May cast Fire Shield (red) once per day, as the 4th level wizard spell. An additional use is granted at 13th level and every 6 levels thereafter.
- 9th level cleric: 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.

Disadvantages:
- May not learn or cast any spells related to water, ice, or cold. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.~

@138="Elementalist of Auril"
@139="WATER ELEMENTALIST OF AURIL: 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.

Water elementalists who venerate Auril focus on spells of ice and cold.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of water-related spells.
- Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
- Aegis of Rime: +10% resistance to cold, and targets suffer +20% cold damage.
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 50% resistance to cold damage. This rises to 75% at 4th level and 100% at 8th level.
- 5th level cleric: May cast Ice Storm once per day, as the 4th level wizard spell. An additional use is gained at level 11 and every 6 levels thereafter.
- 7th level cleric: May cast Cone of Cold once per day, as the 5th level wizard spell. An additional use is gained at level 13 and every 6 levels thereafter.
- 9th level cleric: 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 <PRO_HIMHER> 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:
- May not learn or cast any spells related to fire. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil."

@140="Elementalist of Talos"
@141="AIR ELEMENTALIST OF TALOS: 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.

Talos's association with storms and lightning means that Talassar cleric/mages are frequently air elementalists.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of air-related spells.
- Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
- Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
- SPHERE_PLACEHOLDER
- May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
- MAGE_SPELL_PLACEHOLDER
- 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:
- May not learn or cast any spells related to earth, stone, metal, or acid. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- Alignment restricted to neutral evil, chaotic evil, and chaotic neutral."

@142="Elementalist of Moradin"
@143="EARTH ELEMENTALIST OF MORADIN: 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.

Those rare dwarves who study the Art often focus on magics of stone and earth; many of them venerate Moradin.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of earth-related spells.
- Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
- Aqua Mortis: +10% resistance to acid, and targets suffer +20% acid damage.
- SPHERE_PLACEHOLDER
- 3rd level cleric: May cast Enchanted Weapon once per day, as the 4th level wizard spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level: May cast Prayer once per day, as the 3rd 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 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages:
- May not learn or cast any spells related to air, clouds, wind, or electricity. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- Race restricted to dwarf.
- Alignment must be Lawful Good, Neutral Good, or Lawful Neutral."
@144="Elementalist of Baervan"
@145="AIR ELEMENTALIST OF BAERVAN: 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. 

As a priest of the wild open spaces, Baervan is occasionally worshipped by gnomish or elven air elementalists.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of air-related spells.
- Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
- Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
- SPHERE_PLACEHOLDER
- 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 cleric: Immune to the Entangle spell and similar effects.
- 5th level cleric: 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 cleric: May cast Improved Invisibility once per day, as the 4th level wizard spell except that only the Fastpaw can be affected. An additional use is gained at 14th level and every 7 levels thereafter.

Disadvantages:
- May not learn or cast any spells related to earth, stone, metal, or acid. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- Race restricted to gnome, elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."
@146="Illusionist of Baervan"
@147="ILLUSIONIST OF BAERVAN: 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. 

Gnomes are known for their mastery of illusion magic and so many illusionists are found in Baervan's priesthood.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- 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 wizard spell. An additional use is gained at 14th level and every 7 levels thereafter.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Race restricted to gnome, elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."
@148="Elementalist of Umberlee"
@149="WATER ELEMENTALIST OF UMBERLEE: Umberlee (pronounced: Um-ber-LEE) the Bitch Queen 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.

Many water elementalists of an evil disposition choose to worship Umberlee.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of water-related spells.
- Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
- Aegis of Rime: +10% resistance to cold, and targets suffer +20% cold damage.
- SPHERE_PLACEHOLDER
- No water elemental will attack a priest of Umberlee.
- Immunity to the Smashing Wave spell.
- 3rd level cleric: 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 cleric: 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 cleric: 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:
- May not learn or cast any spells related to fire. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- Alignment must be Chaotic Neutral, Neutral Evil, or Chaotic Evil."

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

Although the majority of Sune's cleric/mages are enchanters, some few specialise in fire magic, in honor of Sune's association with flame - and of the burning power of passion.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of fire-related spells.
- Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
- Spirit of Flame: +10% resistance to fire, and targets suffer +20% fire damage.
- +2 Charisma
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- 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 cleric: 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 <PRO_HISHER> 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 cleric: May cast Flame Strike once per day. An additional use is gained at level 12 and every 5 levels thereafter.
- 9th level cleric: May use Emotion: Hope once per day and Emotion: Hopelessness once per day.
- 12th level cleric: May use Mantle once per day.

Disadvantages:
- May not learn or cast any spells related to water, ice, or cold. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- Alignment restricted to neutral good, chaotic good, and chaotic neutral."

@152="Wild Mage of Mystra"
@153="WILD MAGE OF MYSTRA: 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.

Wild magic represents the raw power of the weave and is of great interest to Mystra and her followers. Some of her priests make a study of wild magic, and some mages with a natural talent for wild magic are drawn to Mystra's service.

Special features:
- Upon casting a mage spell, there is a 5% chance of incurring a wild surge.

WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and <PRO_HISHER> allies.

- Casting level varies slightly whenever <PRO_HESHE> casts a mage spell—anywhere between five levels lower and five levels higher than the Wild Mage's true level.

Advantages:
- May cast one additional spell per level.
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- May cast the 1st-level spell Nahal's Reckless Dweomer.
- May cast the 2nd-level spell Chaos Shield (included in spellbook for free).
- May cast the 7th-level spell Improved Chaos Shield (included in spellbook for free).
- +1 to saving throws against spells from any school of magic.
- Unaffected by (most) wild-magic and dead-magic areas.
- 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
- 5th level cleric: May cast Remove Magic once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 9th level cleric: 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.

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil."

@154="Force Mage of Mystra"
@155="FORCE MAGE OF MYSTRA: 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.

Force mages focus on spells that manipulate pure magical force, using it to protect themselves from harm, lash out with telekinetic or arcane energy, or immobilize or stun opponents. They scorn magic that manipulates the elements individually. They regard their art as the purest manifestation of the Weave, and are often drawn to the service of Mystra.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of force-related spells.
- Force Focus: +10% resistance to magic damage, and targets suffer +20% magic damage.
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +1 to saving throws against spells from any school of magic.
- Unaffected by (most) wild-magic and dead-magic areas.
- 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
- 5th level cleric: May cast Remove Magic once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 9th level cleric: 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:
- May not learn or cast any mage spells related to elemental earth (including acid), water (including cold), fire, or air (including lightning).

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil."
@156="Force Mage"
@157="Battlerager of Clangeddin"
@158="BATTLERAGER OF CLANGEDDIN
(Berserker / Priest of Clangeddin)

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. 

Battleragers are dwarven warriors whose combat style relies on raw instinct, anger, and physical strength. A few of Clangeddin's priests train in this style; they are known amongst his priesthood for their wild spirit.

Advantages:
- SPHERE_PLACEHOLDER
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 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 cleric: 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 cleric: 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 cleric: May cast Champion's Strength once per day, as the 5th level priest spell.

ENRAGE: BERSERKER_RAGE_PLACEHOLDER

Disadvantages:
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.

Requirements:
- Race restricted to dwarf.
- Alignment must be Neutral Good or Chaotic Good."

@159="Wrathful Spear of Gruumsh"
@160="WRATHFUL SPEAR OF GRUUMSH
(Barbarian / Priest of Gruumsh)

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.

Occasionally Gruumsh marks one of his priests to be a Wrathful Spear. These warrior-priests eschew heavy armor and embrace the furious rage of Gruumsh.

Advantages:
- SPHERE_PLACEHOLDER
- +1 to hit against elves.
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 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 cleric: 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 cleric: 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 cleric: May cast Champion's Strength once per day, as the 5th level priest spell. 
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

Disadvantages:
- May not wear armor heavier than splint mail.

Requirements:
- Alignment restricted to Chaotic Neutral, Neutral Evil or Chaotic Evil."
@161="Axe of Clangeddin"

@162="AXE OF CLANGEDDIN
(Fighter / Priest of Clangeddin)

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. 

All of Clangeddin's priests are warriors; the Axes of Clangeddin are known for their particular devotion to martial training.

Advantages:
- SPHERE_PLACEHOLDER
- 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 cleric: 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 cleric: 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 cleric: May cast Champion's Strength once per day, as the 5th level priest spell.

Requirements:
- Race restricted to dwarf.
- Alignment must be Lawful Good, Neutral Good, or Lawful Neutral."

@163="Raging Flame of Kossuth"
@164="RAGING FLAME OF KOSSUTH
(Berserker / Priest of Kossuth)

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.

Raging Flames of Kossuth channel the unchecked rage of flame in their wild, furious approach to combat.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 25% fire resistance, increasing by 2% per level.
- 3rd level: May cast Combust once per day, as the 2nd level wizard 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 wizard 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 wizard 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.

ENRAGE: BERSERKER_RAGE_PLACEHOLDER

Disadvantages:
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.

Requirements:
- Alignment may not be Lawful."

@165="Plague-Rat of Talona"
@166="PLAGUE-RAT OF TALONA
(Assassin / Priest of Talona)

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.

Poison is the favored weapon of the assassin, and the Lady of Poisons attracts a number of them to her service. The Plague-rats of Talona are an elite organisation of thieves, assassins and wererats active in the Western Heartlands and the North.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- Immune to disease, and to the Cloud of Pestilence and Stinking Cloud spells.
- +1 bonus to hit and damage rolls.
- May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.

POISON WEAPON: POISON_WEAPON_PLACEHOLDER

- ASSASSIN_BACKSTAB_PLACEHOLDER
- 3rd level cleric: 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 cleric: Immune to poison.
- 5th level cleric: 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.
- 7th level cleric: 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: 
- May only distribute 15 skill points per level among thieving skills.

Requirements:
- Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil."

@167="Dread Death of Cyric"
@168="DREAD DEATH OF CYRIC
(Assassin / Priest of Cyric)

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

Cyric's association with plots, poison and lies makes him a natural patron for assassins, especially since the former god of assassins, Bhaal, perished in the Time of Troubles. Priest of Cyric take many titles, but 'Dread Death' is a popular choice for his cleric/assassins. 

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +1 bonus to hit and damage rolls.
- May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.

POISON WEAPON: POISON_WEAPON_PLACEHOLDER
 
- ASSASSIN_BACKSTAB_PLACEHOLDER
- 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 Chaos once per day, as the 5th level wizard spell. An additional use is gained at level 18 and every 6 levels thereafter.

Disadvantages: 
- May only distribute 15 skill points per level among thieving skills.

Requirements:
- Alignment restricted to Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil."
@169="Assassin of Bhaal"
@170="ASSASSIN OF BHAAL
(Assassin / Priest of Bhaal)

Bhaal (pronounced: Bahl) is the god of death, particularly of slaying, assassination, and violent death. Assassins often venerate him, and many of his priests also study their dark arts.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +1 bonus to hit and damage rolls.
- May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.

POISON WEAPON: POISON_WEAPON_PLACEHOLDER

- ASSASSIN_BACKSTAB_PLACEHOLDER
- 7th level cleric: 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 cleric: May cast Invisible Stalker once per day, as the 6th level wizard spell.
- 12th level cleric: May cast Finger of Death once per day, as the 7th level cleric spell.
 
Disadvantages: 
- May only distribute 15 skill points per level among thieving skills.

Requirements:
- Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil."
@171="Scoundrel of Tymora"
@172="SCOUNDREL OF TYMORA
(Thief / Priest of Tymora)

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. 

Tymora's faith is one of the most common in the realms, especially among adventurers. Thieves, rogues and scoundrels often say a prayer to her before their latest caper, and some of her priesthood dabble in rogueish matters themselves.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +1 luck bonus: affects attack rolls, damage rolls, saving throws, and enemies' damage rolls.
- 7th level cleric: 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.

- 9th level cleric: May cast Lower Resistance once per day. An additional use is gained at level 14 and every 5 levels thereafter.

Requirements:
- Alignment restricted to Neutral Good, Chaotic Good, Neutral, or Chaotic Neutral."
@173="Rake of Sune"
@174="RAKE OF SUNE
(Swashbuckler / Priest of Sune)

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

Sune's priests generally shun martial training, preferring softer and subtler ways of pursuing their goals. Those who do dabble in combat usually prefer a light fighting style, unencumbered by heavy - and unattractive - armor.

Advantages:
- +2 Charisma
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- May learn Charm Person or Mammal (2nd level) as a priest spell.
- +1 bonus to Armor Class at 1st level, plus an additional +1 bonus every 5 thief levels.
- +1 bonus to hit and damage rolls every 5 thief levels.
- May Specialize (two slots) in any melee weapon available to Thieves.
- May place 3 slots into Two-Weapon Style.
- 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 cleric: 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 <PRO_HISHER> 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 cleric: May cast Flame Strike once per day. An additional use is gained at level 12 and every 5 levels thereafter.
- 9th level cleric: May use Emotion: Hope once per day and Emotion: Hopelessness once per day.
- 12th level cleric: May use Mantle once per day.

Disadvantages:
- May not use Backstab ability.

Requirements:
- Alignment restricted to neutral good, chaotic good, and chaotic neutral."

@175="Hunter of Malar"
@176="HUNTER OF MALAR
(Bounty Hunter / Priest of Malar)

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.

Some few followers of Malar make a doubtful living as hunters of men, skilled in tracking quarry and bringing them back alive—whether for lawful authorities or more often for underworld masters. 

Advantages:
- SPHERE_PLACEHOLDER
- +15% bonus to Set Traps.
- May use Set Special Snare ability once per day, as detailed below, in addition to the normal Thief's Set Snare. An additional use is gained at thief level 6 and every 5 levels thereafter. 
- 3rd level cleric: 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 cleric: 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 cleric: 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).

SET SPECIAL SNARE: SET_SNARE_PLACEHOLDER

Disadvantages:
- May only distribute 20 skill points per level among thieving skills.

Requirements:
- Alignment must be Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil."
@177="Totemic Shaman"
@178="TOTEMIC SHAMAN
(Barbarian / Totemic Druid)

Among some barbarian tribes - the Uthgardt of the North, for instance - it is common to venerate the animal spirits of the wild. Civilised scholars of the southlands call the totemic shamans of these tribes 'druids', but to the tribes themselves, they are the totemic shamans, keepers of the animal spirit of the tribe.

Advantages:
- SPHERE_PLACEHOLDER
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- May summon a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) once per day every 5 cleric levels. The Totemic Druid can call a 1 HD animal at level 1, a 3 HD animal at level 3, a 5 HD animal at level 5, a 7 HD animal at level 7, and a 10 HD animal at level 10.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

Disadvantages:
- May not wear armor heavier than splint mail.
- Cannot Shapeshift."

@179="Raging Shifter"
@180="RAGING SHIFTER
(Berserker / Shapeshifter)

This Druid has willingly allowed <PRO_HIMHER>self to become infected with lycanthropy, but due to intense study and training <PRO_HESHE> has the ability to control <PRO_HISHER> affliction. The form <PRO_HESHE> takes is that of the werewolf, the most famous of the lycanthrope shape changers. <PRO_HISHER> animal instinct is close to the surface, and emerges in bouts of violent rage in battle.

Advantages:
SHAPESHIFTER_PLACEHOLDER
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.

ENRAGE: BERSERKER_RAGE_PLACEHOLDER

Disadvantages:
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.
- May not wear any armor.
- No other Shapeshifting abilities due to the effort required in maintaining balance in <PRO_HISHER> primary forms."

@181="Barbarian/Fire Elementalist"
@182="BARBARIAN / FIRE ELEMENTALIST: Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; fire elementalists specialize in fire magic, at the cost of being unable to use spells related to the opposing elemental plane of Water.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of fire-related spells.
- Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
- Spirit of Flame: +10% resistance to fire, and targets suffer +20% fire damage.
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

Disadvantages:
- May not learn or cast any spells related to water, ice, or cold. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- May not be Lawful."
@183="Barbarian/Water Elementalist"
@184="BARBARIAN / WATER ELEMENTALIST: Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; water elementalists specialize in spells related to water, ice, or cold, at the cost of being unable to use spells related to the opposing elemental plane of Fire.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of water-related spells.
- Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
- Aegis of Rime: +10% resistance to cold, and targets suffer +20% fire damage.
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

Disadvantages:
- May not learn or cast any spells related to fire. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- May not be Lawful."
@185="Barbarian/Air Elementalist"
@186="BARBARIAN / AIR ELEMENTALIST: Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; air elementalists specialize in spells related to air, clouds, wind, or electricity, at the cost of being unable to use spells related to the opposing elemental plane of Earth.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of air-related spells.
- Receives a +15% bonus when scribing scrolls of water-related or fire-related spells.
- Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

Disadvantages:
- May not learn or cast any spells related to earth, stone, metal, or acid. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- May not be Lawful."
@187="Barbarian/Earth Elementalist"
@188="BARBARIAN / EARTH ELEMENTALIST: Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; earth elementalists specialize in spells related to earth, stone, metal, or acid, at the cost of being unable to use spells related to the opposing elemental plane of Air.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of earth-related spells.
- Receives a +15% bonus when scribing scrolls of water-related or fire-related spells.
- Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

Disadvantages:
- May not learn or cast any spells related to air, clouds, wind, or electricity. The complete list of such spells is: BLOCKED_SPELL_PLACEHOLDER.
- Receives a -15% penalty when scribing scrolls of non-elemental spells.

Requirements:
- May not be Lawful."
@189="Barbarian/Transmuter"
@190="BARBARIAN / TRANSMUTER: Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. 

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.

RAGE: BARBARIAN_RAGE_PLACEHOLDER

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER
- May not be Lawful."
@191="Berserker/Invoker"
@192="BERSERKER / INVOKER: A berserker is a warrior who is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. 

Only a rare few individuals merge the discipline of the mage with the savage power of the berserker. Those who achieve this delicate balance often specialize in invocation spells, drawn to their indiscriminate destructive power.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.

ENRAGE: BERSERKER_RAGE_PLACEHOLDER

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.

Requirements:
- Alignment may not be Lawful."

@193="Berserker/Wild Mage"
@194="BERSERKER / WILD MAGE: A berserker is a warrior who is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. 

Only a rare few individuals merge the discipline of the mage with the savage power of the berserker, and even they often struggle to control their power.

Special features:
- Upon casting a mage spell, there is a 5% chance of incurring a wild surge.

WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and <PRO_HISHER> allies.

- Casting level varies slightly whenever <PRO_HESHE> casts a mage spell—anywhere between five levels lower and five levels higher than the Wild Mage's true level.

Advantages:
- May cast one additional spell per level.
- May cast the 1st-level spell Nahal's Reckless Dweomer.
- May cast the 2nd-level spell Chaos Shield (included in spellbook for free).
- May cast the 7th-level spell Improved Chaos Shield (included in spellbook for free).
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.

ENRAGE: BERSERKER_RAGE_PLACEHOLDER

Disadvantages:
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.

Requirements:
- Alignment may not be Lawful."

@195="Kensai/Enchanter"

@196=~KENSAI / ENCHANTER: "Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.) The fighting style is a natural choice for warriors who also study the magical arts, although few have the discipline to master both skills.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- +2 bonus to Armor Class.
- +1 to hit and damage rolls every 3 levels.
- -1 bonus to Speed Factor every 4 levels.
- May use the Kai ability once per day every 4 levels (starts at 1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER
- May not wear any armor, including mage robes.
- May not use missile weapons.
- May not wear gauntlets or bracers.~

@197="Kensai/Illusionist"

@198=~KENSAI / ILLUSIONIST: "Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.) The fighting style is a natural choice for warriors who also study the magical arts, although few have the discipline to master both skills.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- +2 bonus to Armor Class.
- +1 to hit and damage rolls every 3 levels.
- -1 bonus to Speed Factor every 4 levels.
- May use the Kai ability once per day every 4 levels (starts at 1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER
- May not wear any armor, including mage robes.
- May not use missile weapons.
- May not wear gauntlets or bracers.~

@199="Kensai/Force Mage"

@200=~KENSAI / FORCE MAGE: "Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.) The fighting style is a natural choice for warriors who also study the magical arts, although few have the discipline to master both skills.

Advantages:
- May cast one additional spell per level.
- Receives a +25% bonus when scribing scrolls of force-related spells.
- Force Focus: +10% resistance to magic damage, and targets suffer +20% magic damage.
- +2 bonus to Armor Class.
- +1 to hit and damage rolls every 3 levels.
- -1 bonus to Speed Factor every 4 levels.
- May use the Kai ability once per day every 4 levels (starts at 1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
- May not learn or cast any mage spells related to elemental earth (including acid), water (including cold), fire, or air (including lightning).
- May not wear any armor, including mage robes.
- May not use missile weapons.
- May not wear gauntlets or bracers.~

@201="Abjurant Defender"
@202="ABJURANT DEFENDER
(Dwarven Defender / Abjurer)

Very few of the dwarven folk study arcane magic. Among those who do, the abjurant defenders are an elite and secretive society of Dwarven Defenders, focussing both magic and battle prowess to make themselves near-invulnerable to attack.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- May use Defensive Stance once per day. Gains one use at fighter level 1, one use at fighter level 4, and an additional use every 4 fighter levels thereafter.

DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.

- Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
- Hit Die: d12

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER
- Race restricted to dwarf.
- May achieve Specialization (two slots) only in axes and hammers."

@203="Silent Sword"
@204=~SILENT SWORD
(Kensai / Thief)

 "Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. The discipline required to become a sword saint makes it difficult to master other skills, but an elite few kensai also learn the ways of the rogue or scout. These deadly warriors are often called 'silent swords'. (Note: Despite the name, a Silent Sword may use any melee weapon with which <PRO_HESHE> is proficient.) 

Advantages:
- +2 bonus to Armor Class.
- +1 to hit and damage rolls every 3 levels.
- -1 bonus to Speed Factor every 4 levels.
- May use the Kai ability once per day every 4 levels (starts at 1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
- May not wear any armor.
- May not use missile weapons.
- May not wear gauntlets or bracers.~
@205="Fighter / Assassin"
@206="FIGHTER / ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task.

Advantages:
- May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.

POISON WEAPON: POISON_WEAPON_PLACEHOLDER

- ASSASSIN_BACKSTAB_PLACEHOLDER


Disadvantages: 
- May only distribute 15 skill points per level among thieving skills."

@207="Illusionist/Assassin"
@208="ILLUSIONIST / ASSASSIN: Mages can make deadly assassins, adding their magical abilities to the assassin's usual toolbox of anonymity, surprise, and efficient murder. Illusion magic is a common choice for mage/assassins, allowing them to conceal their movements perfectly until the moment to strike, and then disappear once more after the killing blow is struck.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.

POISON WEAPON: POISON_WEAPON_PLACEHOLDER

- ASSASSIN_BACKSTAB_PLACEHOLDER

Disadvantages: 
- BARRED_SCHOOL_PLACEHOLDER
- May only distribute 15 skill points per level among thieving skills."

@209="Invoker/Assassin"
@210="INVOKER / ASSASSIN: Mages can make deadly assassins, adding their magical abilities to the assassin's usual toolbox of anonymity, surprise, and efficient murder. Invocations are the spells of choice for those assasins who wish to strike with overwhelming force once they have reached their unsuspecting targets.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.
- ASSASSIN_BACKSTAB_PLACEHOLDER

POISON WEAPON: POISON_WEAPON_PLACEHOLDER

Disadvantages: 
- BARRED_SCHOOL_PLACEHOLDER
- May only distribute 15 skill points per level among thieving skills."
@211="Enchanter/Swashbuckler"
@212="ENCHANTER / SWASHBUCKLER: This rogue is part acrobat, part swords<PRO_MANWOMAN>, and part wit: the epitome of charm and grace. <PRO_HISHER> mastery of enchantment magic only perfects <PRO_HISHER> powers of influence.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- +1 bonus to Armor Class at 1st level, plus an additional +1 bonus every 5 levels.
- +1 bonus to hit and damage rolls every 5 levels.
- May Specialize (two slots) in any melee weapon available to Thieves.
- May place 3 slots into Two-Weapon Style.

Disadvantages:
- BARRED_SCHOOL_PLACEHOLDER
- May not use Backstab ability."

@213="MAGETRACKER
(Wizard Slayer / Bounty Hunter)

Magetrackers are bounty hunters that specialize in hunting spellcasters, and returning them - dead or alive - to their client. They have honed their trap-making abilities well beyond that of the average Thief, and studied fighting styles that excel in eliminating spellcasters of all kinds.

Advantages:
- Each successful hit bestows a 25% cumulative chance of spell failure on the target.
- WIZARD_SLAYER_PLACEHOLDER
- +15% bonus to Set Traps.
- May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at thief level 1 and an additional use every 5 thief levels thereafter.

SET SPECIAL SNARE: SET_SNARE_PLACEHOLDER

Disadvantages:
- May only distribute 20 skill points per level among thieving skills.
- May not use any magic items apart from weapons and armor."
@214="Magetracker"



@215="Nightstalker of Malar"
@216="NIGHTSTALKER OF MALAR
(Stalker/Priest of Malar)

 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.

Some black-hearted rangers worship Malar. His Nightstalkers specialize in the silent kill, appearing out of the shadows like wraiths.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +20% to Move Silently and Hide In Shadows.
- May use Backstab ability, although for a lower damage multiplier than Thieves:
  Level 1-8: x2
  Level 9-16: x3
  Level 17+: x4
- 3rd level cleric: 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 cleric: Gain immunity to charm and sleep effects.
- 7th level cleric: 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 cleric: 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 cleric: When using Beast Claw, Strength increases to 19 (rather than 18/76) and the priest gains 3 attacks per round (rather than 2).

Disadvantages:
- May not wear armor heavier than studded leather.
- May not use Charm Animal ability.
- Alignment must be Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil."

@217="Forester of Baervan"
@218="FORESTER OF BAERVAN
(Archer / Priest of Baervan)

 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 foresters spend most of their time in wild places where evil creatures threaten gnomish communities. They pride themselves on their archery and stealth, and avoid close combat where possible. 

Advantages:
- SPHERE_PLACEHOLDER
- 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.
- +1 to hit and damage rolls with any missile weapon every 3 ranger levels.
- May achieve Mastery (4 slots) in longbows and shortbows.
- May use Called Shot ability once per day every 4 ranger levels.

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
 4th level: -1 penalty to target's THAC0.
 8th level: -1 penalty to target's Saving Throws vs. Spell.
 12th level: -1 penalty to the target's Strength score.
 16th level: +2 bonus to damage roll.
 
- 3rd level cleric: Immune to the Entangle spell and similar effects.
- 5th level cleric: 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 cleric: May cast Improved Invisibility once per day, as the 4th level wizard spell except that only the Fastpaw can be affected. An additional use is gained at 14th level and every 7 levels thereafter.

Disadvantages:
- May not wear any metal armor.
- May only become Proficient (one slot) with melee weapons.
- May not use Charm Animal ability.

Requirements:
- Race restricted to gnome, elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."

@219="Scout of Corellon"
@220="SCOUT OF CORELLON
(Stalker / Priest of Corellon)

 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.

The scouts of Corellon are rangers who devote themselves to stealth and espionage, usually in the cause of identifying and eliminating threats to elven communities before they lead to open conflict.

Advantages:
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +2 AC vs spiders.
- +20% to Move Silently and Hide In Shadows.
- May use Backstab ability, although for a lower damage multiplier than Thieves:
  Level 1-8: x2
  Level 9-16: x3
  Level 17+: x4
- 3rd level cleric: May cast Chromatic Sphere once per day, as the 1st level wizard spell. An additional use is gained at 9th level and every 6 levels thereafter.
- 7th level cleric: May cast Flame Arrow once per day, as the 3rd level wizard spell. An additional use is gained at 13th level and every 6 levels thereafter.
- 11th level cleric: May cast Prismatic Spray once per day, as the 7th level wizard spell.

Disadvantages:
- May not wear armor heavier than studded leather.

Requirements:
- Race restricted to elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."

@221="Night Wolf"
@222="NIGHT WOLF
(Shapeshifter/Stalker)

A Night Wolf is a relentless hunter of the enemies of Nature: <PRO_HESHE> has willingly allowed <PRO_HIMHER>self to become infected with lycanthropy, but due to intense study and training <PRO_HESHE> has the ability to control <PRO_HISHER> affliction. The form <PRO_HESHE> takes is that of the werewolf, and <PRO_HESHE> has gained a mastery in stealth and surprise from <PRO_HISHER> affliction.

Advantages:
SHAPESHIFTER_PLACEHOLDER
- +20% to Move Silently and Hide In Shadows.
- May use Backstab ability, although for a lower damage multiplier than Thieves:
  Level 1-8: x2
  Level 9-16: x3
  Level 17+: x4
- 12th level ranger: May memorize 3 Mage spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection.

Disadvantages:
- May not wear any armor.
- No other shapeshifting abilities due to the effort required in maintaining balance in <PRO_HISHER> primary forms."


@224="Silent Avenger"
@225="SILENT AVENGER
(Avenger/Assassin)

 Avengers are members of a special sect within the druidic order, dedicated to fighting those who would defile nature. Avengers have powers the average Druid does not—additional abilities that have been earned through extensive rituals, a process that is very physically draining. A rare few avengers study the art of assassination, hunting down threats to nature before they become acute.

Advantages:

- +1 bonus to hit and damage rolls.
- May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.

POISON WEAPON: POISON_WEAPON_PLACEHOLDER

- ASSASSIN_BACKSTAB_PLACEHOLDER
- Six arcane spells are added to <PRO_HISHER> repertoire, all the way up to the 6th level. These are listed below:
  1st level: Chromatic Orb.
  2nd level: Web.
  3rd level: Lightning Bolt.
  4th level: Improved Invisibility.
  5th level: Chaos.
  6th level: Chain Lightning.
AVENGER_SHAPESHIFT_PLACEHOLDER

Disadvantages:
- May only distribute 15 skill points per level among thieving skills.
- Incurs a -2 penalty to Strength and Constitution."
@226="Scrying Hunter"
@227="SCRYING HUNTER
(Diviner/Bounty Hunter)

Scrying hunters are bounty hunters who use the magical arts to track and locate their targets. They specialize in divination magic and are more skilled with traps than typical thieves.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- +15% bonus to Set Traps.
- May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at thief level 1 and an additional use every 5 thief levels thereafter.

SET SPECIAL SNARE: SET_SNARE_PLACEHOLDER

Disadvantages: 
- BARRED_SCHOOL_PLACEHOLDER
- May only distribute 20 skill points per level among thieving skills."
 
@228="Adventurer of Tymora"
@229="ADVENTURER OF TYMORA
(Fighter/Enchanter/Priest of Tymora)

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:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Neutral Good, Chaotic Good, Neutral, or Chaotic Neutral."

@230="Polymath of Mystra"
@231="POLYMATH OF MYSTRA
(Fighter/Invoker/Priest of Mystra)

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.

It is common for Mystra's faithful to study the magical arts; some also train as warriors, recognizing that in the rare occasions where neither arcane nor priestly magic wins the day, a stout weapon well-swung may still prevail.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +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 wizard 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil."

@232="Guardian of Corellon"
@233="GUARDIAN OF CORELLON
(Kensai/Mage/Priest of Corellon)

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.

Trained in arcane magic and in the most erudite of elven fighting techniques, the Guardians of Corellon are protectors of elven lands and elven interests in the wider world. 

Advantages:
- SPHERE_PLACEHOLDER
- +2 bonus to Armor Class.
- A further +2 AC vs spiders.
- +1 to hit and damage rolls every 3 levels.
- -1 bonus to Speed Factor every 4 levels.
- May use the Kai ability once per day every 4 levels (starts at 1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum damage.

- 3rd level: May cast Chromatic Sphere once per day, as the 1st level wizard spell. An additional use is gained at 7th level and every 6 levels thereafter.
- 7th level: May cast Flame Arrow once per day, as the 3rd level wizard 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 wizard spell.

Disadvantages:
- May not wear any armor, including mage robes.
- May not use missile weapons.
- May not wear gauntlets or bracers.

Requirements:
- Race restricted to elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."

@234="Invoker of Mystra"
@235="INVOKER OF MYSTRA: 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.

A great many of Mystra's priests also practise the Art of wizardry. Invokers of Mystra focus on the raw power of the Weave, channelling it into elemental energy and pure force.

Advantages:
- BONUS_SCHOOL_PLACEHOLDER
- SPHERE_PLACEHOLDER
- MAGE_SPELL_PLACEHOLDER
- +1 to saving throws against spells from any school of magic.
- Unaffected by (most) wild-magic and dead-magic areas.
- 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
- 5th level cleric: May cast Remove Magic once per day, as the 3rd level wizard spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 9th level cleric: 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:
- BARRED_SCHOOL_PLACEHOLDER

Requirements:
- Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil."

@1000 =~Moon Shield~ // Divine Remix string 10307

// Divine Remix string 10308
@1001 =~Moon Shield (Alteration)
Level: 5
Sphere: Protection
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

Upon casting this spell, the priest receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.~

// Divine Remix string 10322
@1002 = ~Less than a fortnight after your initiation ceremony into the Temple of Selûne, you were summoned before the Silverbrow of your order. In warm words fitting for a follower of Our Lady of Silver, she gave you your first assignment as a member of the clergy: to travel to the frontier towns of the North and bring the guidance of the Moonmaiden to the people that make the harsh environments their home. Almost as an afterthought, she spoke to you of portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might serve to soothe potential troubles in the region.

Though these missions to the untamed wilderness are often considered an unwanted chore by the less optimistic members of your order, you found yourself eager to accept the task. It seemed to be a chance to bring hope and light to the people of the North, a chance to do some real good rather than settling into weekly services delivered for the temple’s casual worshipers in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the wisdom of the Moonmaiden in your heart.~

// Divine Remix string 11511

@1003 = ~Less than a fortnight after your initiation ceremony into the Temple of Kossuth, you were summoned before the Flamesister of your temple. In a cordial, if somewhat formal meeting, you were assigned your first duty as a Promised: to make a pilgrimage to the North and see if you could kindle the fires of Kossuth's faith in the frontier towns. Almost as an afterthought, she mentioned portents and omens concerning events transpiring in the North that might be of interest to the Lord of Flames; it was the belief of the temple that a representative of Kossuth might serve to bring his swift, brutal justice to the region.

Though these pilgrimages are often considered an unwanted duty and the rigid hierarchy of your faith brooks no dissension, you found yourself eager to accept the task. It seemed to be a chance to do the Firelord’s will in a practical way, an opportunity to escape the routine of plots and scehemes in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and fire in your heart.~

@1004="Moonblade" // IWDEE strref 21416


// verbatim copy of IWDEE strref 24256
@1005="Moonblade
(Invocation)

Level: 3
Sphere: Combat, Sun
Range: 0
Duration: 2 turns
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

This spell summons forth a silent, weightless sword-like construct made of moonlight that extends four feet from the caster's hand. The moonblade is considered a +4 weapon for determining what creatures it can hit, though the bonus does not apply to attack rolls made with it. In addition, due to the insubstantial nature of the moonblade, melee bonuses from Strength do not apply.

The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of magic damage, plus an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail."

// divine remix string 12109
@1006=~Less than a fortnight after your initiation into the Temple of Oghma, you were summoned before the Atlar of your order. In a cordial, if somewhat brief meeting, you were assigned your first duty as a Loremaster: to make a pilgrimage to the North to seek knowledge amongst the frontier towns. Almost as an afterthought, he informed you of his “concerns” over portents and omens concerning events transpiring in the North, and it was the belief of the temple that not enough was known about the affairs in the region.

Though these pilgrimages are often considered an unwanted duty by the more bookish clergymen of your order, you found yourself eager to accept the task. It seemed to be a chance to explore and learn on the ragged edges of civilization, a chance to contribute to some tomes rather than copy them. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and your eyes open, questing for new knowledge.~

@1007="Less than a fortnight after your initiation ceremony into the Temple of Mask, you were summoned before the Demarchess of your temple. In a cordial, if somewhat formal meeting, you were assigned your first duty as a Maskarran: to make a scouting trip to the North and see if you could learn what opportunities for the faith might have appeared in those wild lands. Almost as an afterthought, she mentioned portents and omens concerning events transpiring in the North that might be of keen interest to the Lord of Shadows; it was the belief of the temple that a representative of Mask might discover hidden profits and treasures buried beneath the ice.

Though these pilgrimages are often considered an unwanted duty and most Maskarrans prefer the rich pickings of the civilised cities, you found yourself eager to accept the task. It seemed to be a chance to follow Mask's teachings for yourself, an opportunity to escape the routine of plots and schemes in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and your trusty thieves' tools hidden in a secret compartment in your boot."
@1008="Endurance of Ilmater"
@1009="Endurance of Ilmater
Sphere: Necromantic, Protection
Range: Touch
Duration: 1 round + 1 round/level
Casting Time: 7
Area of effect: One creature
Saving Throw: None

This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is then taken from the real hit points of the affected being.

All saving throws receive a +2 bonus. In addition, no being protected by Endurance of Ilmater can be knocked over, trampled, ridden down, or overthrown; all protected beings can stand firm against all charges."
@1010="Less than a fortnight after your initiation ceremony into the Temple of Ilmater, you were summoned before the Revered Mother of your order. In plain words fitting for a follower of the Crying God, she gave you your first assignment as a member of the clergy: to travel to the frontier towns of the North and bring an end to the suffering to the people that make the harsh environments their home. Almost as an afterthought, she spoke to you of portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might serve to soothe potential troubles in the region.

Though these missions to the untamed wilderness are often considered an unwanted chore by the less optimistic members of your order, you found yourself eager to accept the task. It seemed to be a chance to bring hope and relief to the people of the North, a chance to do some real good rather than settling into weekly services delivered for the temple’s casual worshipers in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the endurance of the Broken God in your heart."
@1011="Lay On Hands

The priest channels positive energy to heal the touched creature, restoring 2 Hit Points per cleric level. This ability has no effect on undead, constructs, or extraplanar creatures."
@1012="Tymora's Favor
(Enchantment/Charm)

Range: 15 ft.
Duration: 10 rounds
Casting Time: 1
Area of Effect: 15-ft.radius
Saving Throw: None

The recipients of this spell gain extraordinary luck for the next 10 rounds, receiving a +1 bonus to <PRO_HISHER> 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. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.

In addition, the first hostile spell of levels 1-5 to directly target a recipient of the spell is harmlessly avoided. This does not apply to area effect spells, nor to certain touch attacks."
@1013="Tymora's Favor"
@1014=~Less than a fortnight after your initiation into the Temple of Tymora, you were summoned before the Lady Priestess of your order. In a cordial, if somewhat brief meeting, you were assigned your first duty as a Luckbringer of Tymora: to make a pilgrimage to the North to spread the teachings of Tymora amongst the frontier towns. Almost as an afterthought, she informed you of her “concerns” over portents and omens concerning events transpiring in the North.

Tymora encourages her worshippers to take chances and pursue their dreams, and you saw it as a sign of the goddess's favor that you were selected for this task - a chance to explore and learn on the ragged edges of civilization, a chance to trust to luck and seek whatever adventure came your way. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand, but knowing that fortune will always favor you.~
@1015=~Free Action
(Abjuration)

Range: 0
Duration: 1 turn/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

This spell gives the caster an immunity to magic that impedes movement (such as the Grease, Web, or Slow spells) and negates the effects of paralysis, hold, and stun spells. The caster can still be hasted and receive beneficial movement effects such as those granted by the boots of speed.~

@1016="Lightning of Talos"
@1017="Lightning of Talos
(Evocation)

Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: 1/2

With a gesture, the Stormlord summons a bolt of lightning which strikes unerringly at a single target, inflicting 1d6 hit points of electrical damage per level of the caster, to a maximum of 15d6. A save vs. spells halves the damage. The spell is treated as a 4th level spell for the purposes of penetrating magical protections."
@1018="While it is equipped, the wielder cannot cast further spells." // must match verbatim the appropriate string in the description of spcl731

@1019="Immunity to Fear"
@1020="Sune's Charm"
@1021="Sune's Charm
(Enchantment/Charm)

Range: Visual range of the caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.

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 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."
@1022 = ~Veil of Djalice~
@1023 = ~Veil of Djalice
The caster temporarily augments <PRO_HISHER> beauty to unearthly levels, boosting effective charisma to 20 and forcing any nearby hostiles to save vs. spell at -2 or be dire charmed for six rounds.~

@1024="Less than a fortnight after your initiation ceremony into the Temple of Sune, you were summoned before the leader of your order. In warm words fitting for a follower of Sune, she gave you your first assignment as a member of the clergy: to travel to the frontier towns of the North and spread the love of Lady Firehair to the people that make the harsh environments their home. Almost as an afterthought, she spoke to you of portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might serve to soothe potential troubles in the region.

Though these missions to the untamed wilderness are often considered an unwanted chore by the less optimistic members of your order, you found yourself eager to accept the opportunity. It seemed to be a chance to bring love and kindle passion in the cold North, a chance to do some real good rather than settling into weekly services delivered for the temple’s casual worshipers in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the love of Lady Firehair in your breast."
@1025 = ~Less than a fortnight after dedicating yourself to the following of Bane, you were summoned before the master of your temple. In a brief, if somewhat cold meeting, you were assigned your first duty as a Dreadmaster: to make a pilgrimage to the North and see if you could gather more strength for the Black Lord from the frontier towns. Almost as an afterthought, he mentioned portents and omens concerning events transpiring in the North that might be of interest to Bane; it was the belief of the temple that a representative of the Lord of Darkness might serve to exploit the potential troubles in the region.

Though these pilgrimages are often considered an unwanted duty by the more politically minded clergymen of your order, you found yourself eager to accept the task. It seemed to be a chance to do the Black Lord’s will in a practical way, an opportunity to escape the routine of following fruitless leads from your temple superiors. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and power on your mind.~

@1026 = ~Less than a fortnight after your induction into the service of Myrkul, you were summoned before the leading Death of your temple. In a brief, if somewhat cold meeting, you were assigned your first duty as a Gray One: to make a pilgrimage to the North and see if you could quietly spread the faith and fear of Myrkul among the frontier towns. Almost as an afterthought, he mentioned portents and omens concerning events transpiring in the North that might be of interest to Myrkul; it was the belief of the temple that a representative of the Lord of Bones might serve to exploit the potential troubles in the region.

Though these pilgrimages are often considered an unwanted duty by the more politically minded clergymen of your order, you found yourself eager to accept the task. It seemed to be a chance to do the Lord of the Dead’s will in a practical way, an opportunity to escape the routine of following fruitless leads from your temple superiors. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and power on your mind.~
@1027="Dread Blast"
@1028="Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and confuses target for one round (save vs. spell at -2 to negate confusion)"
@1029="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)"
@1030="Less than a fortnight after your induction into the secret faith of Bhaal, you were summoned before the leading Deathstalker of your temple. In a brief, if somewhat cold meeting, you were assigned your first duty as a Deathstalker: to make a pilgrimage to the North and see if you could spread the faith of the Lord of Murder among the frontier towns. Almost as an afterthought, he mentioned portents and omens concerning events transpiring in the North that might be of interest to Bhaal; it was the belief of the temple that a representative of the Lord of Murder might serve to exploit the potential troubles in the region.

Though many of your kin would prefer the comforts and rich prey of the cities, you found yourself eager to accept the task. It seemed to be a chance to do the Lord of Murder’s will in a practical way, an opportunity to escape the watchful eye of your temple superiors. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and murder on your mind."
@1031="Summon Fire Elemental"
@1032="Summon Fire Elemental
(Conjuration/Summoning)

Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The caster opens a special gate to Kossuth's elemental realm and calls forth one of his servants, a powerful fire elemental. The strength of the elemental depends on the power of the caster: initially, an 8-HD elemental 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 elemental will obey the commands of the priest, but the priest does not have to concentrate on it to control it, leaving <PRO_HIMHER> free to perform other actions while the fire elemental turns its enemies to cinders. The elemental will last until the spell duration expires or the elemental is slain."

@1033="Less than a fortnight after your induction into the clergy of Mystra, you were summoned before the Lady of Mystery of your temple. After passing on a few lesser snippets of magical knowledge, she assigned you your first duty as a Dweomerkeeper: to make a pilgrimage to the North and learn how much the Art has spread among the frontier towns. Almost as an afterthought, she mentioned portents and omens concerning events transpiring in the North that might be of interest to Mystra; it was the belief of the temple that a representative of the Lady of Spells might learn much of forgotten Art in the hidden places of the North.

Though these pilgrimages are often considered a distraction from study by the more erudite of your order, you found yourself eager to accept the task. It seemed to be a chance to learn secrets and mysteries entirely hidden from the civilised south, and to distinguish yourself in your order and in the eyes of your goddess. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and the words of a dweomer on your lips."
@1034="Casting speed increased"
@1035="Ilmater's Endurance"
@1036="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."
@1037="Less than a fortnight after your induction into the clergy of Azuth, you were summoned before the First of your temple. In a brief, if somewhat cold, meeting, he assigned you your first duty as a Magistrate: to make a pilgrimage to the North and spread the word of Azuth among the spellcasters of the frontier towns. Almost as an afterthought, he mentioned portents and omens concerning events transpiring in the North that might be of interest to Azuth; it was the belief of the temple that a representative of the Lord of Sorcery might learn much of forgotten Art in the hidden places of the North.

Though these pilgrimages are often considered a distraction from study by the more erudite of your order, you found yourself eager to accept the task. It seemed to be a chance to learn secrets and mysteries entirely hidden from the civilised south, and to distinguish yourself in your order and in the eyes of your god. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and the words of a dweomer on your lips."

@1038="Less than a fortnight after your secret acceptance into the the local order of Nightcloaks, you were summoned before the leader of your cell. In a quiet, if somewhat brief meeting, you were assigned your first duty by your Sister Night: to make a pilgrimage to the North and see if you could estblish a small organization in the frontier towns. Almost as an afterthought, he mentioned portents and omens concerning events transpiring in the North that might be of interest to the Lady of Loss; it was the belief of the temple that having a direct line of information on the potential troubles in the region was needed.

Though these pilgrimages are often considered an unwanted duty by the more politically minded clergymen of your order, you found yourself eager to accept the task. It seemed to be a chance to do the Nightsinger’s will in a practical way, an opportunity to escape the routine of long nights skulking in the dark alleyways in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and the promise of unearthed secrets."
@1039="Dark Bolt"
@1040="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."

@1041="Spear of Gruumsh"
@1042="Spear of Gruumsh
(Invocation)

Range: 100 ft.
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2

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."
@1043="The ways of Gruumsh are simple and harsh. You spent the last season with an orc tribe raiding near Luskan, but your obvious skill and devotion to the One-Eyed God offended the tribal chief. Exile or death were your choices, and so exile it was - though you are sure your foe gave you the choice only because he feared to face you in battle.

Regardless, you followed the roads north, guided by instinct and a desire to see the open wastes of Icewind Dale for yourself. You feel sure that glory and battle await you here..."
@1044=~Less than a fortnight after your initiation into the temple of Corellon, you were summoned by the Syolkiir of your order. In a ceremony observed by veterans of your faith, you were given your first assignment as a full Feywarden: to venture to the Spine of the World and seek answers to ancient wounds of the Fair Folk. Almost as an afterthought, she spoke to you of portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might provide further insight into your investigation.

Though these missions to the cold North are often considered an unwanted chore by the less enthusiastic members of your order, you found yourself eager to accept the task. It seemed to be a chance to bring hope and merriment to the people of the North, a chance to do some real good and find new inspiration for your next work. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and fresh questions in your mind.~
@1045="Ambition is all for a servant of the Queen of the Demonweb Pits. You have long chafed under the rule of those whose rank in society is higher than yours but whose will to power and devotion to Lolth pales in comparison.

Now, at last, you have the chance you deserve. Your last sacrifice must have pleased your Queen, for you awoke this morning with a clear vision - of a plain of ice, a vast tree, a twisted tower, and - hidden beneath the earth - the workings of your goddess's ancient rivals. You left that very day for Icewind Dale, armed only with a staff in your hand and power on your mind."
@1046="Spider Swarm
(Conjuration/Summoning)

Level: 5
Range: 360 ft.
Duration: 6 rounds
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: Special

When this spell is cast by the priest, a horde of tiny spiders gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the spider swarm sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites of the spiders. Invisibility is no protection. Due to the suffocating nature of the writhing spider swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round."
@1047="Spider Swarm"
@1048="Web of Lolth
(Evocation)

Level: 2
Range: Visual range of the caster
Duration: 8 rounds
Casting Time: 6
Area of Effect: 8-ft. radius
Saving Throw: Neg.

Web of Lolth creates a many-layered mass of strong, sticky strands, similar to spider webs but much larger and tougher. The strands have no effect on spiders, drow elves, or priestesses of Lolth. Anyone else in the area when the spell is cast must roll a Save vs. Spell every round. If failed, the creature is paralyzed for one round. If the Saving Throw is successful, then the creature can move normally."
@1049="Web of Lolth"
@1050="(This is an innate version of the spell granted by Lolth to powerful priestesses. Males save at -4 against its effects.)"
@1051="Summon Spiders"
@1052="Summon Spiders
(Conjuration/Summoning)

Level: 3
Range: 90 ft.
Duration: 7 rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Neg.

The Summon Spiders spell attracts a swarm of normal spiders to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to <PRO_HISHER> attack roll and a -2 penalty to <PRO_HISHER> Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure)."
@1053="Less than a fortnight after your initiation into the temple of Baervan, you were summoned by the leading Fastpaw of your order. In an informal ceremony under the open sky of a forest glade, you were given your first assignment as a full Fastpaw: to venture to the Spine of the World and seek to ascertain how the rise of civilisation in the Ten Towns is affecting the natural world. Almost as an afterthought, she spoke to you of portents and omens concerning events transpiring in the North, and of her worries that some force stirring in that region poses a dire threat to the faith's interests.

Though these missions to the cold North are often considered an unwanted chore by those of your order who prefer the sun dappling the forest leaves in more temperate climes, you found yourself eager to accept the task. It seemed to be a chance to see Nature's work in a wild land unlike any you have previously experienced, as well as a chance to do some real goodk. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and excitement in your heart."
@1054="Immune to Entangle"
@1055="Barkskin
(Alteration)

Level: 2
Range: 0
Duration: 4 rounds + 1 round/level 
Casting Time: 1
Area of Effect: 1 creature 
Saving Throw: None 

The caster's skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the caster: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus."

@1056=~Less than a fortnight after your initiation into the Temple of Clangeddin, you were summoned before the High Alaghor of your order. In an informal discussion over a mug of fine ale, you were assigned your first duty as a full member of the temple: to make a pilgrimage to the North and see if you could bring the word of Clangeddin to dwarven settlers in the frontier towns. Almost as an afterthought, he informed you of his "concerns" over portents and omens concerning events transpiring in the North, and that it was the belief of the temple that a representative of their interests there might serve to defend the people of the region from dangers to come.

Though these pilgrimages are often considered an unwanted duty by the more inward-looking dwarves of your order, you found yourself eager to accept the task. It seemed to be a chance to bring order to the people of the North, a chance to do some good rather than falling into a routine and simply presiding over the usual services within the temple. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the doctrines of the Father of Battle firmly etched in your mind.~
// 1057 is just the BG2 description of Ice Storm
@1057="Ice Storm
(Evocation)

Level: 4
Range: Visual range of the caster
Duration: 4 rounds
Casting Time: 4 
Area of Effect: 15-ft. radius
Saving Throw: None 

When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds."
@1058="Cold resistance increased to 75%"
@1059="Cold resistance increased to 100%"
@1060="Gains immunity to poison"
@1061="Summon Water Elemental"
@1062="Summon Water Elemental
(Conjuration/Summoning)

Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The caster opens a special gate to the Elemental Plane of Water and calls forth a powerful water elemental bound to the service of Umberlee. The strength of the elemental depends on the power of the caster: initially, an 8-HD elemental 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 elemental will obey the commands of the priest, but the priest does not have to concentrate on it to control it, leaving <PRO_HIMHER> free to perform other actions while the water elemental turns its enemies to sodden scraps. The elemental will last until the spell duration expires or the elemental is slain."

@1063="Less than a fortnight after your initiation into the Temple of Umberlee, you were summoned before the Wavelord of your temple. In a brief, cold meeting, he assigned you your first duty as a full member of the temple: to make a pilgramage to the frozen wastes of the North! When you asked what possible value there could be in a follower of the Sea Queen travelling to that wretched land, he muttered something about portents and omens - a lost artifact of the faith, rumors of rival Umberlants - but it was obvious to both of you that this was a pretext. Some rival of yours - or of your sponsor - within the temple hierarchy wished you gone, and called in a favor to make it so.

You cursed them all in the Bitch Queen's name, and resolved on vengeance. You will follow this pilgrimage, use it to grow stronger and more hateful, and return with the power to show these 'superiors' of yours that Umberlee's favor is with you."
@1064="From the moment you were initiated into the local Hunt of Malar, your fellows knew you as a force to be reckoned with. You tracked more cunningly, fought more furiously, and killed more savagely than your Malarite companions. But you now realise that you lacked the patience and subtlety of the true hunter.

Less than a fortnight after your initiation, the Huntmaster gave you an ultimatum: either leave, accepting a pilgrimage to the frozen North in search of new and ferocious prey, or face him in battle. For all your skill, you knew that you were no match for that wily warrior. Even as you cursed him inwardly for this preemptive strike against a foe to come, you admired his ruthless speed and action. Seeing that you had no choice, you fled, taking passage on a caravan to the Ten-Towns of Icewind dale. What you will find there, you do not know."

@1065="Lesser Ice Paraelemental"
@1066="Ice Paraelemental"
@1067="Greater Ice Paraelemental"
@1068="Elder Ice Paraelemental"

@1069="Summon Ice Paraelemental"
@1070="Summon Ice Paraelemental
(Conjuration/Summoning)

Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

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 <PRO_HIMHER> 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."
@1071="Gains immunity to sleep and charm effects"
@1072="Improved Invisibility
(Illusion/Phantasm)

Level: 4
Range: 0
Duration: 4 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

This spell is similar to the Invisibility spell, but the recipient is able to attack, either with missile, melee weapons or spells, and remain unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made <PRO_HISHER> presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus."
@1073="Holy Power
(Evocation)

Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

Through this spell, the caster imbues <PRO_HIMHER>self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher—<PRO_HISHER> THAC0 becomes that of a Fighter of the same level, and <PRO_HESHE> gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled."
@1074="Chaos of Battle"
@1075="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."
@1076="Priest of Tempus"
@1077="TEMPUS DESCRIPTION PLACEHOLDER" // do not translate



@2000="Holy Symbol of Selûne"
@2001="Only the most worthy and devoted servants of the Moonmaiden are granted these powerful holy symbols."
@2002="Holy Symbol of Moradin"
@2003="Only the most worthy and devoted servants of the Dwarffather are granted these powerful holy symbols."
@2004="Holy Symbol of Mielikki"
@2005="Only the most worthy and devoted servants of the Forest Queen are granted these powerful holy symbols."
@2006="Holy Symbol of Mask"
@2007="Only the most worthy and devoted servants of the Lord of Shadows are granted these powerful holy symbols."
@2008="Holy Symbol of Oghma"
@2009="Only the most worthy and devoted servants of the Binder of What is Known are granted these powerful holy symbols."
@2010="Holy Symbol of Ilmater"
@2011="Ilmater rewards his most powerful servants with a Holy Symbol, a ring bearing his personal device of white hands bound by a blood red cord. When worn, the symbol empowers the priest with Ilmater's power."
@2013="Holy Symbol of Tymora"
@2014="Only the most worthy and devoted servants of Lady Luck are granted these powerful holy symbols."
@2015="Holy Symbol of Sune"
@2016="Sune rewards her most powerful servants with a Holy Symbol, a golden amulet molded into the face of a beautiful human maiden. When worn, the symbol empowers the Heartwarder with Sune's power."
@2019="Holy Symbol of Iyachtu Xvim"
@2020="Iyachtu Xvim rewards his most powerful servants with a Holy Symbol, enchanted black iron gauntlets bearing green eyes. When worn, the gauntlets empower the Authlim with Iyachtu Xvim's power."
@2021="Holy Symbol of Velsharoon"
@2022="Only the most worthy and devoted servants of the Lord of the Forsaken Crypt are granted these powerful holy symbols."
@2023="Holy Symbol of Cyric"
@2024="Only the most worthy and devoted servants of the Black Sun are granted these powerful holy symbols."
@2025="Holy Symbol of Kossuth"
@2026="Kossuth rewards his most powerful servants with a Holy Symbol, a ring bearing his personal device of an all - consuming flame. When worn, the symbol empowers the Firewalker with Kossuth's power."
@2028="Holy Symbol of Mystra"
@2029="Only the most worthy and devoted servants of the Lady of Mysteries are granted these powerful holy symbols."
@2030="Holy Symbol of Azuth"
@2031="Only the most worthy and devoted servants of the Patron of Wizards are granted these powerful holy symbols."
@2032 ="Holy Symbol of Shar"
@2033 ="Shar rewards her most powerful servants with a Holy Symbol, a ring bearing her personal device of a black circle lined with purple. When worn, the symbol empowers the Nightcloak with Shar's power."
@2034 ="Holy Symbol of Gruumsh"
@2035 ="Only the most worthy and devoted servants of the One-Eyed God are granted these powerful holy symbols."
@2036 =~Holy Symbol of Corellon~
@2037 =~Corellon rewards his most powerful servants with a Holy Symbol, a ring bearing his symbol of a crescent moon. When worn, the symbol empowers the Feywaren with Corellon's power and strong spirit.~
@2038 ="Holy Symbol of Lolth"
@2039 ="Only the most worthy and devoted servants of the Queen of the Spiders are granted these powerful holy symbols."
@2040 ="Holy Symbol of Baervan Wildwanderer"
@2041 ="Only the most worthy and devoted servants of the Forest Gnome are granted these powerful holy symbols."
@2042="Holy Symbol of Clangeddin"
@2043="Only the most worthy and devoted servants of the Father of Battle are granted these powerful holy symbols."
@2044="Holy Symbol of Auril"
@2045="Only the most worthy and devoted servants of the Frostmaiden are granted these powerful holy symbols."
@2046="Holy Symbol of Talona"
@2047="Only the most worthy and devoted servants of the Lady of Poisons are granted these powerful holy symbols."
@2048="Holy Symbol of Umberlee"
@2049="Only the most worthy and devoted servants of the Bitch Queen are granted these powerful holy symbols."
@2050="Holy Symbol of Malar"
@2051="Only the most worthy and devoted servants of the Beastlord are granted these powerful holy symbols."
@2052="Holy Symbol of Lathander"
@2053="Only the most worthy and devoted servants of the Morninglord are granted these powerful holy symbols."
@2054="Holy Symbol of Talos"
@2055="Only the most worthy and devoted servants of the Storm Lord are granted these powerful holy symbols."
@2056="Holy Symbol of Helm"
@2057="Only the most worthy and devoted servants of the Watcher are granted these powerful holy symbols."
@2058="Holy Symbol of Tyr"
@2059="Only the most worthy and devoted servants of the Maimed God are granted these powerful holy symbols."



@3991="Choose God" // i.e., choose which god to worship (if you're a favored soul)
@3992="BG history placeholder"
@3993="You first felt the calling of GOD_NAME as a child, though it was years before you even knew GOD_HISHER name. The first time you stepped inside GOD_TEMPLE, it seemed to you that you had found your destiny, and you hurried to enlist in GOD_HISHER priesthood. Yet the sacred rites and teachings seemed restrictive, even deadening - GOD_NAME's faith is a matter of instinct to you, not of rote learning and written teachings. For months you chafed in the hierarchy of the priesthood.

You woke one night from a dream more vivid than you had ever known. The images fled quickly even as you struggled to write them down - a plain of ice, a vast tree, a twisted tower, and an ancient evil beneath the earth. But the clarity of your purpose did not - you knew, beyond doubt, that you were called to travel north, across the Spine of the World, to a faraway place. Even the name - Icewind Dale - was clear in your mind, though you had known nothing of it before.

The next day, you fled the temple with not a word to your superiors, taking little but the clothes on your back and a few saved coins, and enlisted on a merchant caravan travelling to faraway Easthaven. GOD_NAME has called you to Icewind Dale, and you mean to answer GOD_HISHER call."




@3994="+25% fire resistance"
@3995="+25% electricity resistance"
@3996="+25% cold resistance"
@3997="+25% acid resistance"
@3998="Knows the following additional spells: "
@3999="Level"
@4000="Favored Soul"
// NOTE FOR TRANSLATORS: The line 'May wear any armor and use any weapon' must be translated exactly the same way as the equivalent line from the Fighter description (string 9556 in BG2).
// The line "May only become Proficient (one slot) in any weapon class" must be translated exactly the same way as the equivalent line from the Cleric description (string 9559 in BG2).
// The line "May only become Proficient (one slot) in any fighting style" must be translated exactly the same way as the equivalent line from the Cleric description (string 9559 in BG2).
@4001="FAVORED SOUL: The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. Scholars wonder if favored souls have traces of divine blood from unions centuries ago. Others suggest that divine training awakens the ability, or that favored souls are simply imbued by their god with their gifts by divine will. In any case, favored souls cast their spells as much through force of personality as through study. 

A favored soul must choose a specific god to follow: unlike a cleric, <PRO_HESHE> cannot draw power from more dispersed or generalised worship.

CLASS FEATURES:

- May wear any armor and use any weapon.
- May only become Proficient (one slot) in any weapon class.
- May only become Proficient (one slot) in any fighting style.
- May achieve Specialization (two slots) in the weapon type favored by their deity.
- May cast clerical spells.
- Does not automatically learn all spells of a given level as Clerics do. Instead, Favored Souls select new spells to learn at each level, which they can cast daily without memorization.
- Gains immediate access to a number of Favored Soul-specific spells, which can be cast like any other. The specific spells depend on their deity.
- Does not gain bonus spells per day from high Wisdom.
- Gains +25% to fire resistance at 5th level, +25% to cold resistance at 10th level, +25% to electricity resistance at 15th level, and +25% to acid resistance at 20th level.
- Hit Die: d8"
@4002="Favored Soul of Lathander"
@4003="FAVORED SOUL OF LATHANDER: 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. His favored weapon is the mace.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- May learn the following additional spells: Produce Fire (4th level), Sol's Searing Orb (6th level).
- 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, and chaotic good."
@4004="Lathander"
@4005="his"
@4006="a temple of the Morninglord"
@4010="Favored Soul of Talos"
@4011="FAVORED SOUL OF TALOS: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- May learn the following additional spells: Call Lightning (3rd level), Storm Shell (3rd level), Static Charge (4th level), Whirlwind (6th level), Fire Storm (7th 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."
@4012="Talos"
@4013="a temple of the Stormlord"
@4014="Favored Soul of Helm"
@4015="FAVORED SOUL OF HELM: Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 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, and lawful evil."
@4016="Helm"
@4017="a temple of the God of Guardians"
@4018="Favored Soul of Tempus"
@4019="FAVORED SOUL OF TEMPUS: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- May achieve Specialization (two slots) in all melee weapons.
- May achieve Mastery (three slots) with the axe.
- SPHERE_PLACEHOLDER
- May learn the following additional spells: Blood Rage (4th level), Star Metal Cudgel (4th level), Iron Skins (5th 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, or chaotic evil."
@4020="Tempus"
@4021="a temple of the Lord of Battles"
@4022="Favored Soul of Tyr"
@4023="FAVORED SOUL OF TYR: Tyr (pronounced: 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. 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 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."
@4024="Tyr"
@4025="a temple of the Maimed God"
@4026="Favored Soul of Tymora"
@4027="FAVORED SOUL OF TYMORA: 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. 

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- +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, or Chaotic Neutral."
@4028="Tymora"
@4029="her"
@4030="a temple of Lady Luck"
@4031="Favored Soul of Moradin"
@4032="FAVORED SOUL OF MORADIN:
Moradin (pronouced: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 3rd level: May cast Enchanted Weapon once per day, as the 4th level wizard spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level: May cast Prayer once per day, as the 3rd 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 4th level wizard 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."
@4033="Moradin"
@4034="a temple of the Dwarffather"
@4035="Favored Soul of Selûne"
@4036="FAVORED SOUL OF SELÛNE: Selûne (pronounced: Seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

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

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- +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."
@4037="Selûne"
@4038="a temple of the Moonmaiden"
@4039="Favored Soul of Mask"
@4040="FAVORED SOUL OF MASK: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 3rd level: May cast Knock once per day, as the 2nd level wizard 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 wizard 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 Lawful Evil, Neutral Evil, and Chaotic Evil."
@4041="Mask"
@4042="a guild dedicated to the Lord of Shadows"
@4043="Favored Soul of Oghma"
@4044="FAVORED SOUL OF OGHMA: 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 most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- Gains a base of 15 lore/level.
- 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."
@4045="a temple of the Lord of All Knowledge"
@4046="Oghma"
@4047="Favored Soul of Sune"
@4048="FAVORED SOUL OF SUNE: Sune (pronounced: SUE-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages: 
- +2 Charisma
- SPHERE_PLACEHOLDER
- 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 Heartwarder temporarily augments <PRO_HISHER> 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."
@4049="Sune"
@4050="a temple of the Lady of Love"
@4051="Favored Soul of Bhaal"
@4052="FAVORED SOUL OF BHAAL: Bhaal (pronouced: 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. 

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- May coat <PRO_HISHER> 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)

- 5th 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 caster 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).

- 7th 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, or Chaotic Evil."
@4053="Bhaal"
@4054="Favored Soul of Bane"
@4055="FAVORED SOUL OF BANE: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 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."
@4056="a temple of the Black Lord"
@4057="Bane"
@4058="Favored Soul of Myrkul"
@4059="FAVORED SOUL OF MYRKUL: Myrkul (pronouced: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- Commands Undead as if 2 levels higher.
- 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."
@4060="a temple of the Lord of the Dead"
@4061="Myrkul"
@4062="Favored Soul of Cyric"
@4063="FAVORED SOUL OF CYRIC: Cyric (pronouced: SEER-ick) is a megalomaniacal deity with an immense following. One of the three greater powers of evil on Faerûn, he is petty and self-centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. He drinks the tears of disillusioned dreamers and broken-hearted lovers. He is not above an alliance with another deity as long as he thinks he can betray the other divine power and come out ahead.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- May coat <PRO_HISHER> weapon in poison once per day per 6 levels, as detailed below.

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 Chaos once per day, as the 5th level wizard spell. An additional use is gained at level 18 and every 6 levels thereafter.

Disadvantages: 
- Alignment restricted to Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil."
@4065="Cyric"
@4066="Favored Soul of Xvim"
@4067="FAVORED SOUL OF IYACHTU XVIM: Iyachtu Xvim (pronounced: Ee-YAK-too XVIHM) is said to the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. Another tale says he is the spawn of the Black Lord and a corrupted Paladin. Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes.

Xvim was imprisoned under Zhentil Keep during the Time of Troubles, where he was held for ten years. He managed to free himself when Zhentil Keep fell during the Cyrinishad fiasco, where he also managed to steal the portfolios of Tyranny and Hatred away from Cyric. He is now the god of Fear, Hatred, Malice, and Tyranny. He is working toward fully taking the place of his father, Bane, which makes him a bitter enemy of Cyric. His following is strongest in the East, particularly in Thay, but his priesthood is rapidly spreading throughout the Realms. 

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- Immunity to fear effects.
- 5th level: May cast Cloak of Fear once per day. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level: May cast Greater Malison once per day. An additional use is gained at 12th level and every 5 levels thereafter.
- 9th level: May cast Control Undead once per day. An additional use is gained at 14th level and every 5 levels thereafter.
- 12th level: May cast Symbol of Fear once per day. An additional use is gained at 17th level and every 5 levels thereafter.

Disadvantages:
- Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil."
@4069="Iyachtu Xvim"
@4070="Favored Soul of Velsharoon"
@4071="FAVORED SOUL OF VELSHAROON: Velsharoon (pronounced: VEL-shah-roon) is the Archmage of Necromancy, a demipower who has gathered the study, practice, and practitioners of necromancy and evil liches into his portfolio and who is striving to add general undeath as well. Newly elevated to a divine state, the Lord of the Forgotten Crypt is only beginning to create a cult of worshipers in the Realms. Although many prognosticators, mortals and immortals alike, have predicted the quick destruction of this arrogant necromancer, Velsharoon has played one power off against another, and he has begun to establish himself in the Faerûnian pantheon.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- Commands Undead as if 2 levels higher.
- 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."
@4073="Velsharoon"
@4074="a hidden temple of Bhaal"
@4075 =~Favored Soul of Kossuth~
@4076 =~FAVORED SOUL OF KOSSUTH: Kossuth (pronouced: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 25% fire resistace, increasing by 2% per level.
- 3rd level: May cast Combust once per day, as the 2nd level wizard 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 wizard 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 wizard 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.~
@4077="a temple of the Lord of Flames"
@4078="Kossuth"
@4079="Favored Soul of Mystra"
@4080="FAVORED SOUL OF MYSTRA: Mystra (pronouced: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- +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 wizard 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."
@4081="a temple of the Lady of Mysteries"
@4082="Mystra"



@4083=~Favored Soul of Ilmater~
@4084=~FAVORED SOUL OF ILMATER: 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. In early days Ilmater's symbol was a blood stained rack, but of late a set of white hands bound by a blood red cord is used. The latter symbol has increased Ilmater's popularity in the world at large. Ilmater dwells in the Twin Paradises.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- Immune to (most) effects that cause pain - while the character feels the pain, <PRO_HESHE> can endure it without affecting <PRO_HISHER> actions.
- May cast Remove Fear once per day, as the 1st level priest spell. An additional use is gained at 5th level and every 4 levels thereafter.
- 3rd level: May cast Favor of the Martyr once per day, as the 3rd 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 6th 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.~
@4085="a temple of the Crying God"
@4086="Ilmater"

@4090="Azuth"
@4091="Favored Soul of Shar"
@4092="FAVORED SOUL OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

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

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- Immune to all forms of blindness.
- 3rd level: May cast Blindness once per day, as the 2nd level wizard 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 wizard 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 wizard spell.

Disadvantages:
- Alignment restricted to True Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil."
@4093="a secret temple of the Lady of Loss"
@4094="Shar"
@4095="Favored Soul of Gruumsh"
@4096="FAVORED SOUL OF GRUUMSH: Gruumsh (pronouced: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- +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:
- Race restricted to half-orc.
- Alignment restricted to Chaotic Neutral, Neutral Evil or Chaotic Evil."
@4098="Gruumsh"
@4099="Favored Soul of Corellon"
@4100="FAVORED SOUL OF CORELLON: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- +2 AC vs spiders.
- 3rd level: May cast Chromatic Sphere once per day, as the 1st level wizard 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 wizard 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 wizard spell.

Disadvantages:
- Race restricted to elf or half-elf.
- Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good."
@4101="a temple of Corellon"
@4102="Corellon"

@4103="Favored Soul of Lolth"
@4104="FAVORED SOUL OF LOLTH: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 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 wizard 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."
@4106="Lolth"

@4107="Favored Soul of Baervan"
@4108="FAVORED SOUL OF BAERVAN: Baervan (pronouced: 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. 

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- May cast Barkskin once per day, as the 2nd level priest spell except that only the Favored Soul 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 wizard 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."

@4109="a temple of the Forest Gnome"
@4110="Baervan"
@4111="Favored Soul of Clangeddin"
@4112="FAVORED SOUL OF CLANGEDDIN: Clangeddin (pronouced: 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. 

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 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."
@4113="a temple of the Father of Battle"
@4114="Clangeddin"


@4115="Favored Soul of Auril"
@4116="FAVORED SOUL OF AURIL: Auril (pronouced: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 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 wizard 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 wizard 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 <PRO_HIMHER> 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."
@4117="a temple of the Frostmaiden"
@4118="Auril"
@4119="Favored Soul of Talona"
@4120="FAVORED SOUL OF TALONA: Talona (pronouced: 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.

Favored Weapon: FAVORED_WEAPON_PLACEHOLDER

Advantages:
- SPHERE_PLACEHOLDER
- 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.
- 5th level: May cast Poison Weapon once per day, as detailed below. An additional use is gained at 11th 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."
@4121="a temple of the Lady of Disease"
@4122="Talona"
@4126="Umberlee"
@4130="Malar"
@4131="a temple of the One-Eyed God"
@4132="a temple of the Queen of the Spiders"


@4133="Shaman of Tempus"
@4134="SHAMAN OF TEMPUS
(Barbarian / Priest of Tempus)

 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. Tempus is highly favored among the barbarian tribes of the North; his shamans are fierce and terrifying warriors.

Advantages:
- SPHERE_PLACEHOLDER
- May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level).
- MAGE_SPELL_PLACEHOLDER
- 3rd level cleric: 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 cleric: May cast Holy Power once per day, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level cleric: May cast Emotion: Courage once per day, as the 4th level wizard spell. 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."

@4135="FAVORED SOUL: The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. Favored Souls select new spells to learn when they gain levels; once learned, the Favored Soul can cast them daily without memorization."



@10000="Level 3: "
@10001="Level 7: "
@10002="Gains one additional use at level 11 and every 8 levels thereafter."
@10003="Gains one additional use at level 11 and every 4 levels thereafter."
@10004="Gains an additional use every 10 levels."
@10005="Gains an additional use every 5 levels."
@10006="Cleric level 3: "
@10007="Cleric level 7: "
@10008="Gains one additional use at cleric level 11 and every 8 cleric levels thereafter."
@10009="Gains one additional use at cleric level 11 and every 4 cleric levels thereafter."
@10010="Priest"
@10011="ENRAGE: The enraged state lasts for 1 turn. While enraged, a Berserker 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 Berserker also gains 15 temporary Hit Points which are taken away at the end of <PRO_HISHER> berserk spree, possibly knocking <PRO_HIMHER> unconscious."
@10012="RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells."
@10013="FOLLOWER_PLACEHOLDER 

STATISTICS:

Equipped abilities:
- Strength: +1
- Magic Resistance: +5%
- Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0"
@10014="

(This is a priestly version of a spell normally restricted to wizards.)"

@10015="May learn the following wizard spells as if they were priest spells: "
@10016="Choose God Worshipped"
@10017="Non-specific (Cleric)"
@10018="Casting Time:"
@10019="Sphere:"

@10020="Fire Elementalist"
@10021="Water Elementalist"
@10022="Air Elementalist"
@10023="Earth Elementalist"

@10024="Backstab ability reaches x7 multiplier instead of capping at x5.
  Level 17-20: x6
  Level 21-30: x7"
@10025="Sneak attacks (if 3E Sneak Attack is enabled) progress at a faster rate:
  Level 1-2: +1d6
  Level 3-5: +2d6
  Level 6-8: +3d6
  Improves by +1d6 every 3 levels, up to +11d6 at level 30"
@10026="Crippling strikes (if 3E Sneak Attack is enabled) progress at a faster rate:
  Level 3-5: -1 to target's hit and damage rolls
  Level 6-8: -2 to target's hit and damage rolls
  Level 9-11: -3 to target's hit and damage rolls
  Improves by -1 every 3 levels, up to -10 at level 30"
@10027="-1 to backstab multiplier compared to an unkitted Thief:
  Level 1-4: x1 (no multiplier)
  Level 5-8: x2
  Level 9-12: x3
  Level 13+: x4"
@10028="Sneak attacks (if 3E Sneak Attack is enabled) progress at a slower rate:
  Level 1-5: +1d6
  Level 6-11: +2d6
  Level 12-17: +3d6
  Improves by +1d6 every 5 levels, up to +6d6 at level 30"
@10029="Crippling strikes (if 3E Sneak Attack is enabled) progress at a slower rate:
  Level 6-11: -1 to target's hit and damage rolls
  Level 12-17: -2 to target's hit and damage rolls
  Level 18-23: -3 to target's hit and damage rolls
  Level 24-29: -4 to target's hit and damage rolls
  Level 30: -5 to target's hit and damage rolls"
@10030="May Shapeshift into the form of a werewolf once per day every 2 levels (starts at 1st level with one use).
- 13th level: May Shapeshift into a greater werewolf once per day."
@10031="Level:"


@10101="(1st level)"
@10102="(2nd level)"
@10103="(3rd level)"
@10104="(4th level)"
@10105="(5th level)"
@10106="(6th level)"
@10107="(7th level)"

@10200="May not learn or cast any spells of the PLACEHOLDER school."
@10201="May not learn or cast any spells of the PLACEHOLDER schools."

@10220="May cast one additional mage spell per level."
@10221="- Receives a +2 bonus when making Saving Throws against spells from the Abjuration school."
@10222="- Receives a +2 bonus when making Saving Throws against spells from the Conjuration school."
@10223="- Receives a +2 bonus when making Saving Throws against spells from the Divination school."
@10224="- Receives a +2 bonus when making Saving Throws against spells from the Enchantment school."
@10225="- Receives a +2 bonus when making Saving Throws against spells from the Illusion school."
@10226="- Receives a +2 bonus when making Saving Throws against spells from the Invocation school."
@10227="- Receives a +2 bonus when making Saving Throws against spells from the Necromancy school."
@10228="- Receives a +2 bonus when making Saving Throws against spells from the Alteration school."

@10231="Requires at least ABIL_VALUE Strength."
@10232="Requires at least ABIL_VALUE Dexterity."
@10233="Requires at least ABIL_VALUE Constitution."
@10234="Requires at least ABIL_VALUE Wisdom."
@10235="Requires at least ABIL_VALUE Charisma."

@11000="Any spellcaster (besides Favored Souls, Sorcerers, and Shamans) must memorize spells using the Rest button on the left panel after choosing their spells on the Mage Book or Priest Scroll pages."

@20024="Backstab: [placeholder for rebalanced assassin backstab]"
@20030="[Placeholder for rebalanced druid shapeshift]"

@30000="Choose Elemental Speciality"
@30001="BARBARIAN / ELEMENTALIST"
@30002="BARBARIAN / ELEMENTALIST: Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. 

Barbarian mages often specialize in elemental magic, choosing one of the four elements as their focus."
@30003="Earth"
@30004="Air"
@30005="Fire"
@30006="Water"
@30007="You are already benefitting from an effect that improves casting speed, and this is not cumulative with the item you have equipped."


