From: sdw@waikato.ac.nz
Subject: Diviner priests

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 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.
