Ruins of Adventure
- Name: Azuth
- Allegiance: Unaligned
- Portfolio: Divination, Prophecy, Magical Research, Magic Item Creation, Patron of Wizards
- Titles: The Vaunted, The High One, Lords of Spells, The Hand of Sorcery, He of the Third Eye, The First Magister
- Symbols: A human hand, one finger pointing upward; A gray owl; A long beard; A crystal ball
- Worshipper Alignments: LG, LN, LE, NG, TN, NE
- Core Doctrine: Tranquillio et Cautio (Calm and Caution)
- Speak only the truth.
- Take no action without analyzing the implications.
- Examine all magic and reduce it to its component parts through study.
- Use the Art (magic) wisely, and be mindful when not to use it.
- Collect copies of every new spell or magic item you encounter.
- Spread the use and knowledge of magic to all.
- Killing or destroying a spellcaster (even an enemy spellcaster).
- Destroying a magic item.
- Hoarding knowledge or keeping secrets.
- Acting without first gathering information.
- Allied Faiths: Gond, Leira, Mystra, Oghma
- Enemy Faiths: none
- Pesudonyms: Laduguer (among Dwarves), Savras (historic), Velsharoon (historic)
- Races: Human, Dwarf, Elf, Halfling, Half-Elf, Half-Orc, Half-Ogre, Tiefling, Mongrelman, Goblin, Minotaur, Xvart, Hengeyokai
- Classes: Cleric
- Ability Requirements: Reason 16, Intuition 16
- Alignments: Lawful Neutral
- Starting Cash: By class
- Weapon Slots: By class
- Allowed Weapons: Staves Group
- Allows Armor: none
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Sorcerous, and Academic
- Bonus Proficiencies: Artistic Ability (sculpture), Religion, Spellcraft
- Required Proficiencies: none
- Recommended Proficiencies: Alchemy, Arcanology, Concentration, Magical Energy Conservation, Magical Tactics, Mastery, Quick Tongue, Recharge, Research, Spell Recovery, Stonemasonry, Thaumaturgy
- Forbidden Proficiencies: none
- Major: All, Charm, Combat, Divination, Healing, Necromantic, Protection, Thought
- Minor: Cosmos, Law
Overview: Azuth is the patron god of wizards and mages and all spellcasters to some extent. Azuth’s clerics advise and counsel wizards, much in the same way that Azuth advises and counsels Mystra. In addition, these priests build and maintain golems, and they also have a sworn duty to destroy rogue golems. Most clerics of Azuth are wanderers, as opposed to the monks and crusaders who stay cloistered in Azuth’s temples. They are a common sight in adventuring parties.
Description: Clerics of Azuth are intense-looking individuals, usually covered in stone dust, iron filings, blotches of clay, and other materials used to make golems. They wear gray leather aprons and very common clothes, often topped by a light blue cloak and hood. The holy symbol of Azuth is also often worn openly. Most clerics of Azuth favor a simple staff as their weapon. Like the wizards they advise, these clerics shun armor.
Role-Playing: Clerics of Azuth combine the best of both the ecclesiastical and magical worlds. They have the wisdom, insight, and spells of the cleric, plus the experience of wizardly spellcasting. As befitting a god of law and neutrality, the magefriends are a serious, orderly sect, easily able to lapse into metaphysical discourse at the drop of a hat. Magical power must be wielded, they argue, with logic and rationality as the guiding forces.
They take their roles as wandering advisors to wizards very seriously. To them, it is a high honor to counsel the wielders of magical energy. Clerics of Azuth see each golem’s fabrication as an active prayer to Azuth, and they are perfectionists when fabricating golems. These clerics also spend time coming to the aid of wizards, magical sites, and shrines to Azuth and Mystra both. For a sect of intellectuals, their spell-combat prowess is formidable, and they have no reservations about going into battle.
Mystra and Azuth are friends. Consequently, the clerics of both gods freely help those of the other.
- Clerics of Azuth gain a +2 bonus on saving throws against spells.
- Clerics of Azuth cast spells faster than other priests. The casting time of all priest spells with a casting time of 1 round or less is reduced by 3 (to a minimum casting time of 1). This benefit does not extend to wizard spells cast by a cleric of Azuth.
- In addition to their normal clerical spells, all clerics of Azuth can acquire and cast wizard spells like a Mage of half their level. Wizard spells are gained not through studying spellbooks, but through meditation and prayer, the same way that they gain priest spells. They abide by the same limitations on known Paths that a wizard does.
- Clerics of Azuth have a special attack that allows them to attack any golems despite their normal weapon immunities. Any weapon wielded by a cleric of Azuth against a golem is considered a +4 magical weapon in terms of attack and damage rolls, since they know how to build them and take them apart. In the hands of a cleric of Azuth, a rod of smiting will totally destroy a golem on a roll of 17 or greater.
- At 12th level and above, a clerics of Azuth can build any type of golem in half the required time for half the price. If he has a manual of golems of the right type, the time and price are quartered for the priest to construct a golem.
- Clerics of Azuth cannot turn undead.
- A berserk golem always attacks a cleric of Azuth over any other target, with a +2 to its attack roll and its number of attacks per round is doubled.
- Despite their ability to cast wizard spells, these clerics cannot use magic items that are meant exclusively for wizards, with the exception of wizard spells on scrolls.
- Clerics of Azuth cannot be multi-classed characters, since they already are in some ways.
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