Magepriest (Campaign Class)

Prime Requisite: INT and WIS
Requirements: None
Hit Dice: 1d4
Maximum Level: 14

The magepriests or Magisters of Mystra and Azuth are both priests and mages. They are dedicated to magic itself, both arcane and divine, and to the preservation of the Art across Faerûn. They maintain libraries and academies in order to preserve arcane lore and teach it to new generations of mages. Some magepriests travel the realms, championing the cause of magic and protecting mages against unjustified persecution, seeking to improve the often distrusting and fearful attitudes many people have towards magic-users.

Magepriests advance in attack throws and saving throws as mages, by two points every six levels of experience. At first level, magepriests hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight with clubs, daggers, darts, and staves, and can fight wielding a weapon two-handed. They cannot wear armor or use shields. Magepriests can use magic items usable by mages and clerics.

Starting at 2nd level (Learned Son), magepriests may cast divine spells as standard clerics and learn and cast arcane spells as mages ½ their level (rounded up). They cannot turn undead. When a magepriest reaches 5th level (Revered Father), he may begin to research divine spells, scribe scrolls, and brew potions as a cleric. At 9th level (Grand Magister), he is able to create more powerful magic items such as weapons, rings, and staffs, as well as research arcane spells as a mage ½ his level. At 11th level, a magepriest may learn and cast divine rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.

Magepriests must follow a code of conduct: they must foster the teaching, learning, and responsible use of magic, obey the rules of the Convocations, protect magic-users from prejudice and persecution, but bring to justice those who use magic for evil or break the rules of the Convocations. They must not destroy scrolls or spellbooks. They must not engage in or condone magical crossbreeding of humans or necromancy. They may not be Chaotic.

The magepriest's arcane education allows him to automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order. He can also recognize those of other orders and traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize (Judge's discretion). This proficiency throw may be improved by selecting the Collegiate Wizardry proficiency.

At 5th level (Learned Brother), the magepriest develops magesight, and can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. (The magepriest cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hours.) Each use takes a turn.

At 9th level (Grand Magister), the magepriest's mastery of magic makes him ageless, and he enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis.

Upon attaining 9th level (Grand Magister), a magepriest may establish or build a stronghold called a cloister. If the magepriest has had a good and noble adventuring career, the grand magister of her current cloister will pay for up to 100% of the construction costs of a modest cloister. The new cloister will usually remain a branch of the older cloister until the magepriest reaches 12th level, at which time it will become independent. A magepriest who founds a cloister will be joined by 1d2×10 1st level magepriests and 1d6×30 normal men who want to become magepriests. Every year 80% of the previous year's trainees will leave in frustration or find they lack the discipline for a life of faith, and 1d6×20 normal men will come in to replace them. A normal man in training typically takes 2 years to become a 1st level magepriest.

Magepriest Proficiency List: Alchemy, Apostasy, Batte Magic, Contemplation, Diplomacy, Divine Blessing, Divine Health, Elementalism, Elven Bloodline, Familiar, Healing, Illusion Resistance, Knowledge, Laying on Hands, Loremastery, Magical Engineering, Magical Music, Mystic Aura, Prestidigitation, Profession, Prophecy, Quiet Magic, Sensing Evil, Soothsaying, Theology, Transmogrification, Unflappable Casting, Wakefulness

Magepriest Level Progression

Experience Title Level Hit Dice
0 Neophyte 1 1d4
1,750 Learned Son 2 2d4
3,500 Learned Brother 3 3d4
7,000 Magepriest 4 4d4
14,000 Revered Father 5 5d4
28,000 Magister 6 6d4
55,000 Archpriest 7 7d4
110,000 Archmagister 8 8d4
260,000 Grand Magister 9 9d4
410,000 Grand Magister, 10th level 10 9d4+1*
560,000 Grand Magister, 11th level 11 9d4+2*
710,000 Grand Magister, 12th level 12 9d4+3*
860,000 Grand Magister, 13th level 13 9d4+4*
1,010,000 First Magister 14 9d4+5*
* Hit point modifiers from Constitution are ignored

Magepriest Spell Progression

Divine Spells Arcane Spells
Level 1 2 3 4 5 Caster Level 1 2 3 4
1
21 11
32 22
421 22
522 321
62211 321
722211 422
833221 422
933322 5221
1044332 5221
1144433 6222
1255443 6222
1355543 73221
1465554 73221

Magepriest Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–3 13+ 13+ 15+ 11+ 12+ 10+
4–6 12+ 12+ 14+ 10+ 11+ 9+
7–9 11+ 11+ 13+ 9+ 10+ 8+
10–12 10+ 10+ 12+ 8+ 9+ 7+
13–14 9+ 9+ 11+ 7+ 8+ 6+

Magepriest Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds *
3Detect Evil *
4Detect Magic
5Faerie Fire
6Light *
7Read Languages
8Resist Cold
9Sanctuary
10Trance PC
Second Level Divine Spells
1Augury
2Bless *
3Detect Charm * PC
4Divine Grace * PC
5Find Traps
6Hold Person
7Produce Fire PC
8Resist Fire
9Shimmer
10Silence 15' Radius
Third Level Divine Spells
1Call Lightning PC
2Cure Blindness
3Cure Disease *
4Detect Curse * PC
5Glyph of Warding
6Locate Object
7Prayer
8Remove Curse *
9Speak With Dead
10Sphere of Visibility PC
Fourth Level Divine Spells
1Clairaudience PC
2Clairvoyance
3Cure Serious Wounds *
4Death Ward PC
5Dispel Magic
6Divination
7Neutralize Poison *
8Smite Undead *
9Sticks to Snakes
10Tongues *
Fifth Level Divine Spells
1Atonement
2Commune
3Dispel Evil
4Flame Strike
5Lower Water
6Magic Carpet PC
7Polymorph Other
8Polymorph Self
9Scry PC
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion