The gods of Law and Chaos Mars allow their priests some minor variations from the normal rules for clerics. This allows some to pick up a variety of additional weapons normally not allowed, as well as having additional spells they can choose from the magic-user spell lists to substitute for existing spells.
Shem
Weapon: Spears
Spells: 1st: Shield; 2nd: Continual Light; 3rd: Infravision; 4th: Dispel Magic; 5th: Wall of Fire
Ilu
Weapon: Daggers
Spells: 1st: Read Languages: 2nd: Locate Object; 3rd: Dispel Magic; 4th: Confusion; 5th: Feeblemind
Astara
Weapon: Daggers
Spells: 1st: Charm Person; 2nd: ESP; 3rd: Mirror Image; 4th: Charm Monster; 5th: Hold Monster
Hadu
Weapon: Any melee weapons.
Spells: 1st: Shield; 2nd: Detect Invisible; 3rd: Protection from Normal Missiles; 4th: Haste; 5th: Massmorph
Nergal
Weapon: Daggers
Spells: 1st: Hold Portal; 2nd: Wizard Lock; 3rd: Dispel Magic; 4th: Wall of Ice; 5th: Wall of Stone
Naru
Weapon: Daggers; poison is just fine, too
Spells: 1st: Charm Person; 2nd: Invisibility; 3rd: Invisibility, 10’ Radius; 4th: Polymorph Self; 5th: Magic Jar
Bashal
Weapon: Daggers; poison is just fine, too
Spells: 1st: Ventriloquism; 2nd: Phantasmal Force; 3rd: Invisibility; 4th: Invisibility, 10’ Radius; 5th: Confusion
Nayari
Weapon: Daggers; poison is just fine, too
Spells: 1st: Charm Person; 2nd: ESP; 3rd: Mirror Image; 4th: Charm Monster; 5th: Feeblemind
Kalak
Weapon: wavy-bladed daggers and swords-- short, normal, and two-handed
Spells: 1st: —; 2nd: Magic Missile; 3rd: Mirror Image; 4th: Fireball; 5th: Wall of Fire
Dalku
Weapon: Daggers; poison is just fine, too
Spells: 1st: Charm Person; 2nd: ESP; 3rd: Invisibility; 4th: Confusion; 5th: Animate Dead
Shem
Weapon: Spears
Spells: 1st: Shield; 2nd: Continual Light; 3rd: Infravision; 4th: Dispel Magic; 5th: Wall of Fire
Ilu
Weapon: Daggers
Spells: 1st: Read Languages: 2nd: Locate Object; 3rd: Dispel Magic; 4th: Confusion; 5th: Feeblemind
Astara
Weapon: Daggers
Spells: 1st: Charm Person; 2nd: ESP; 3rd: Mirror Image; 4th: Charm Monster; 5th: Hold Monster
Hadu
Weapon: Any melee weapons.
Spells: 1st: Shield; 2nd: Detect Invisible; 3rd: Protection from Normal Missiles; 4th: Haste; 5th: Massmorph
Nergal
Weapon: Daggers
Spells: 1st: Hold Portal; 2nd: Wizard Lock; 3rd: Dispel Magic; 4th: Wall of Ice; 5th: Wall of Stone
Naru
Weapon: Daggers; poison is just fine, too
Spells: 1st: Charm Person; 2nd: Invisibility; 3rd: Invisibility, 10’ Radius; 4th: Polymorph Self; 5th: Magic Jar
Bashal
Weapon: Daggers; poison is just fine, too
Spells: 1st: Ventriloquism; 2nd: Phantasmal Force; 3rd: Invisibility; 4th: Invisibility, 10’ Radius; 5th: Confusion
Nayari
Weapon: Daggers; poison is just fine, too
Spells: 1st: Charm Person; 2nd: ESP; 3rd: Mirror Image; 4th: Charm Monster; 5th: Feeblemind
Kalak
Weapon: wavy-bladed daggers and swords-- short, normal, and two-handed
Spells: 1st: —; 2nd: Magic Missile; 3rd: Mirror Image; 4th: Fireball; 5th: Wall of Fire
Dalku
Weapon: Daggers; poison is just fine, too
Spells: 1st: Charm Person; 2nd: ESP; 3rd: Invisibility; 4th: Confusion; 5th: Animate Dead
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