Mystra
Portfolio: Magic
Ability Requirements: Intelligence 14, Wisdom 12
Prime Requisite: Intelligence, Wisdom
Alignment: Neutral Good
Mystra is the goddess of magic, which makes her one of the most powerful deities in the Realms. Known also as the Lady of Mysteries, she is said to have taught the first spell caster of the Realms, and to have enabled many of the races to use magic.
During the Time of Troubles Mystra was destroyed and replaced by a mortal named Midnight who took the mantle of goddesshood and the goddess's portfolio. At this time Mystra's stated alignment shifted from lawful neutral, maintaining the balance in use of magic, to neutral good, reflecting the mortal's attitudes towards the uses and purpose of magic.
In the field, all priests of Mystra wear armor, and bear the symbol of Mystra on their shields as a display of their faith. They can use all bludgeoning weapons and the same magical items allowed by both clerics and wizards, except wizard scrolls.
The standard spell selection for priest of Mystra consist of the following spheres: major access to All, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Protection, Summoning, Travelers, and Wards. Minor access is granted to the spheres of Animal, Law, Plant, Sun, Thought, and Weather.
Priests of Mystra receive 190 character points to spend on skills and abilities from the following list. Skills cost 3 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. The standard priest of Mystra spends his character points to acquire the abilities of detect magic, followers, magic stability, saving throw bonus, spellcraft, turn undead, and access to spheres.
Access to spheres: The standard spell selection cost 151 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).
Detect magic (5): Once per day the priest can detect magic, as the spell of the same name.
Followers (5/10): By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Players Handbook for more details on followers.
Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8.
Magic stability (5): Priest of Mystra functions normally in both magic-dead and wild magic areas.
Saving throw bonus (10): Priest of Mystra have a +2 bonus to their saving throws against any sort of magic.
Spellcraft proficiency (3): The priest has the spellcraft proficiency initially.
Turn undead (10): The priest is granted power over undead, such as zombies, skeletons, vampires, and Liches. The priest can drive away these creatures, and as they advance in faith and experience levels, they can destroy some forms of undead. The chart for turning undead can be found in the Players Handbook on page 103, and in the Skills and Powers book on page 58.
Warrior-priest (10): Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. For example, a priest could have an 18/30 Strength, and he could gain bonus hit points for having a Constitution score greater than 16.
Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.
Wizardly priest (10): The priest gains access to one school of wizard spells and can cast them as if they were clerical spells. The priest must continue to observe the number of various level spells they can cast each day.