

| Alignment: | Lawful - Neutral |
| Sphere of Influence: | Magic |
| Symbol: | Yellow star busrt on a gray field. |
| Allies: | Laurits, Osslla, Theina and Zenfer. |
Ahr is the keeper of magic, she that filters and protects the weave. She maintance a balance of harmful and helpful magic, trying to ensure one never over powers the other.
Her origins are not fully known. It seems she has always been here. She has her own domain inside the lawful-neutral plane of Nirvana. She stands atop a pyramid structure with magic flowing through scepters she holds in each hand. She never moves and never blinks. From her position she faces a young maiden knight standing ever vigilant over a gate. It is beleived by some that she stands watch over her daughter as her daughter stands watch over the Acheron Gate.
A specialty cleric of Ahr seeks to have such an understanding of magic and the weave that they will be able to see the weave itself. It is unsure if any cleric has ever gained such enlightenment. This class is a base class and not a prestige class. A specialty priest starts at level 1. A regular cleric can not convert to a specialty priest. Focusing most of their attention on magic itself, the priest gaines insight in the use of magic in both the arcane and divine.
With this greater understanding of magic, a 20th level priest is able to cast arcane magic as a 10th level wizard while wearing fullplate armor, and carring a weapon and shield simply by sacrificing some of their divine abilities.
Typically a Specialty priest will join adventuring parties to seek for knowledge, to learn to use magic and to build a greater understanding of magics relation to the physical world.
To promote their value to a party, they will hire themselves out not just as healers, but also as scribes and loremasters. Offering to identify magical items, bi-pass magical wards and protections, provide accelerated travel, comfort on the road, and provide protective magic and wards.
Like all clerics, specialty clerics are masters of the divine magic. The youngest of clerics can still bring people back from the edge of death and the most experienced ones can even defy death and put life back into a dead body. Specialty clerics however can not affect undead like other clerics. However, they are able to use arcane magic in the same way wizards do by merging the arcane with their divne powers.
Specialty priests must be lawful in nature, the lines they are willing to cross to gain the knowledge they seek can be blurred, therefore they can be good, neutral or evil.
Specialty clerics require a wisdom score over 11 to cast first level divine spells and a intelligence score over 11 to cast first level divine spells.
Specialty clerics use the clerics table for saving throws and base attack bonus.
Specialty clerics use the same use d6+1 for their hit dice.
Domains: The Cleric must have the magic domain and can choose from one of the following; Healing, Knowledge, Law, Protection, Travel, War
Bonus Feats The cleric gains an additional feat at first level and again at 5th, 10th 15th and 20th. These feats must be used in the wizard feat category or used for spell focus.
Arcane Armor: By taking this special feat and though the sacrificing of a divine spell slot, the priest is able to reduce the effects of armor on arcane spell failure. Giving up a 0-level spell will give the priest -5% arcane spell failure to thier armor, giving up a 9th level spell will give them -50% arcane spell failure. The spells must be sacrificed at the beginning of each day and the effect lasts for 18 hours or until the armor is removed which ever occurs first.
Spell Channelling: By taking this feat and through the sacrificing of a divine spell slot of 3rd level or higher the priest is able to remove the somatic component of an arcane spell and cast while holding a weapon or shield in their hands. A spell slot must be sacrificed for each weapon or shield the priest holds. Additionally by sacrificing a 7th level or higher spell the priest will be able to cast touch based aracne spells through the attacking weapon, appling the weapon damage and the spell touch damage together.
The cleric may wear any armor, from none to full plate. However arcane spell failure counts on all arcane spells normally. A cleric will generally choose a blunt weapon, the staff is perferd, but a orb mace, or scepter will also do. A cleric tends not to use a shield, if they do, it is noramally a bucker.
The cleric may cast any qualified spell from the player's handbook. The cleric can not cast any spells that create chaos or wild magic effects. The cleric must meditate for a minimum of one hour plus 5 minutes per spell to regain per day. The location and time of meditation is chosen by the cleric, however, from that time the cleric must wait a minimum of 22 hours before meditaion will replenish any spells. In addition, the cleric must rest for at least 4 hours per day in order for the meditation to take effect.
DomainThe cleric in addition to their standard spells per day and bonus spells for high wisdom also is granted a single domain spell for each spell level. This domain spell must be chosen from their chosen domains.
Arcane MagicA specialty cleric of Ahr may substitute a learned arcane spell for one of his/her divine spells per day. The cleric must have learned the spell, the spell must be in a book possessed by the cleric and the cleric is required to memorize the spell as if of the wizard class. Arcane spell failure for armor and shields apply normally. The spells capable of being learned are based on half of the cleric's level and the intelligence score. The cleric must have an intelligence of 11 or better to learn a first level arcane spell. If the cleric possesses a high enough intelligence that would grant a wizard bonus spells, the cleric can instead use these slots for the arcane spells. They are not able to fill these extra slots with divine spells.
The cleric is restricted however to spells from schools they have focus in.
Like other clerics this specialty cleric can substitute a healing spell for any remainin spell slot, even the arcane slots.
A specialty cleric of Ahr is not able to turn or rebuke undead unless they have the Spell focus necromancy feat.
Clerics gain the Celestrial language.
Clerics that fall out of favor loose all thier divine abilities, however they will maintain their arcane spell abilities and become a wizard of half of thier clerical level.
A specialty priest is not able to duel or multi-class without loosing thier divine abilities. If multi-class the cleric will become a wizard at half their clerical level.
The cleric may cast any qualified spell from the player's handbook. The cleric can not cast any spells that create chaos or wild magic effects. The cleric must meditate for a minimum of one hour plus 5 minutes per spell to regain per day. The location and time of meditation is chosen by the cleric, however, from that time the cleric must wait a minimum of 22 hours before meditaion will replenish any spells. In addition, the cleric must rest for at least 4 hours per day in order for the meditation to take effect.
DomainThe cleric in addition to their standard spells per day and bonus spells for high wisdom also is granted a single domain spell for each spell level. This domain spell must be chosen from their chosen domains.
Arcane MagicLike other clerics this specialty cleric can substitute a healing spell for any remainin spell slot, even the arcane slots.
Clerics that fall out of favor loose all thier divine abilities, however they will maintain their arcane spell abilities and become a Sorcerer of half of thier clerical level.
The Maleficarum Venandi - A group of specialized hunters, that track, capture, kill or "de-magic" individuals or groups that misuse, or otherwise bring a bad name to magic. This does inlcude those that gain their abilities from lower plane denizens (Witches).Preists of Ahr can frequently be found travelling with members of this organization and the temple organization frequently takes out contracts on individuals it sees as doing harm to magics reputation.
A specialty priest of Ahr using this spell transforms their armor making it more flexible and reducing the weight. This will significantly reduce the chance of arcane spell failure the armor will cause. The caster can reduce the spell failure percentage by 5% per level to a maximum of 25% with this spell. The priest must be wearing the armor at the time the spell is cast and mediate for two full hours uninterrupted. The spell will last for 24 hours or until the armor is removed whichever occurs first.
The material component of this spell is a one square inch piece of cloth from a wizard’s robe that was worn while casting spells.
A specialty priest of Ahr using this spell creates white feathery wings to sprout from the casters back allowing them to take flight with a 30 foot movement rate. The wings will appear through any clothing or armor worn by the cleric.
At 9th level the specialty priest can cast this once per day and can choose to have the wings sprout from the shoulders of his mount, the mount will automatically gain the knowledge of flight and have a 40 foot movement rate. the effect on a mount will last twice as long as for the caster.
A specialty priest of Ahr using this spell transforms their armor making it more flexible and reducing the weight. This will significantly reduce the chance of arcane spell failure the armor will cause. The caster can reduce the spell failure percentage by 25% + 5% per level to a maximum of 45% with this spell. The priest must be wearing the armor at the time the spell is cast and mediate for two full hours uninterrupted. The spell will last for 24 hours or until the armor is removed whichever occurs first.
The material component of this spell is a one square inch piece of cloth from a wizard’s robe that was worn while casting spells and a diamond dust valued at 50gp or more
This is a ritual spell that requires preparation before casting. The priest prepares a special room no smaller than 10 foot by 10 foot and no larger than 30 foot by 30 foot. The walls, ceiling and floors must be covered in glyphs and magical symbols associated with the spell. A alter must be created inside this room and blessed based on the standard requirements for alters. Once this room is prepared, it can be reused, so long as the glyphs remain in good condition. Each time the room is used both the room and alter must be sanctified and blessed.
The subject of the spell must be placed (or chained) inside a glyph circle and remain inside until the spell is complete. A 6 inch in diameter crystal ball is placed on the alter along with a 3 inch bowl filled with gem dust in equal portions of rubies, emeralds, sapphires, and rose quartz. One small vile of blood from the subject is poured over the gem dust. The crystal ball is then placed in the center of the bowl.
Once the spell is complete, the subject’s ability to cast magic, plus any memorized spells is placed into the crystal ball, when the ball shatters the spell is complete.
The subject will lose all ability to memorize or cast spells, including innate magical abilities, will deactivate magical weapons and items by contact and will dispel and remove any and all magical effects on the subject to include magical diseases, afflictions, curses and permanent spells. This includes supernatural effects on the subject.
The material components for this ritual spell are; A prepared room, blessed alter to Ahr, small bowl, crystal ball, gem dust from rubies, emeralds, sapphires, and rose quartz and blood of the subject.