Diviner priests

(sdw@waikato.ac.nz)

Sample Priesthood for AD&D 2nd Ed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Reasoning: Priests of divination get access to normal divination-sphere spells,
but Gods get access to all the Mage spells as well. If it is in a Gods interests
to make their deciples more useful, it could well benefit them by giving their
followers access to these mage spells. I mean what good is it to have a priest
who is specialising in location and detection when they can't do something
simple like see the invisible, look through walls ("clairaudience",
"clairvoyance"), read a mind ("ESP"), or worst of all "detect undead".

So me and a friend created a new mythos using the Forgotten Realms book and the
Priests HB as guides.

Spheres of influence    Knowledge, Divination
Alignment               Neutral (worshippers: Any non chaotic)
Portfolio               Knowledge, Bards, Detection magic.
                        Promotion of knowledge and opposition to Darkness (ie.
                        that which seeks or allows the destruction of Knowledge.
                        ie. Chaos etc)
Requirements            Wis 14
                        Int 12
Races                   Any
NWPS                    Bonus: Ancient History, Ancient Languages
                        Recommended: Religion, healing, Astrology, Read/Write
Hit Dice                D4 (not usually active people, more into studying)
Armour allowed          Any non-metal. Shields allowed (useful for hiding behind
                        when scrying)
Major Spheres           All, Astral, Divination, Healing, Necromantic,
                        Summoning, Sun
Minor                   Charm, Creation, Guardian, Elemental, Protection,
                        Weather
Special powers          Turn undead
                        Prophesy (obtained @ 1st lvl, as per Priests handbook)
                        Augury 2/day (@ 1st level, and again every 4 levels)
                        Detection 1/day for every 4 levels, staring @ 3rd (as
                        per Priests Handbook)
                        + 1 language per level up to 8th.
                        (any of these may be spent on a "History" instead).
Access to Mage "Divination" spells:
                        These can only be from the Divination school, and they
                        are prayed for like normal. They replace priest spells
                        of the same level. It is not like an extra spell per
                        day, but gives the priest access to these spells (and
                        a better range of spells).
                        Note: Spells that duplicate are of the characters choice
                        to get the best (eg. True seeing could be taken at 5th
                        or 7th lvl, and used as 'that' spell).

Well thats it. Makes for a character that is useful in adventuring for finding
paths, objects, invisible creatures, weakensses, and basically anything else
that CAN be found.


