Mystra, Lady of Mysteries

Alignment: Neutral Good

Domains: Arcane, Good, Illusion, Knowledge, Magic, Rune

Favored Weapon: Starknife

Mystra provides for and tends to the Weave, of which she is effectively the embodiment. The Weave is the conduit that enables mortal spell casters and magical crafters to safely access the raw force that is magic. Mystra is also the deity of the possibilities that magic can bring about, making her one of the most powerful beings involved in Toril. Although she favors the ethos of good, she has learned that as deity of magic, she must preserve the Balance. While she can prevent the creation of new spells and magic items that her philosophy opposes, she rarely exercises this ability unless they threaten the Weave or magic in general. Mystra appears as a beautiful human woman with dark, flowing hair and radiant skin.

Dogma: Love magic for itself. It is not a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.

For Deific Obedience

Obedience: Inscribe arcane formulae and lines of prayer on a blank parchment. Don’t inscribe a complete spell — only notations sufficient to potentially spur a reader to study magic in an effort to complete the incantation. After the completion of this task, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item, preferably to the benefit of another being. Gain a +4 sacred bonus on concentration checks.

Boons
1: Essence of the Weave (Sp) magic aura 3/day, misdirection 2/day, or arcane sight 1/day
2: Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities of viewed creatures, as noted in the spell description.
3: Aura of the Weave (Su)
You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. All spellcasting allies within 20 feet of you (including yourself) increase their caster levels by 1d4 and gain a sacred bonus of 1s3+1 to their primary casting stat. Roll these dice when you activate this ability and use the same value for all who gain this benefit. The increase affects all level dependent aspects of a spell, as well as against checks to counter or dispel the spells you cast. The bonus caster levels don’t grant additional or higher-level spell slots, or allow the recipients to learn new spells.

Paladin Oath

The Knights of the Mystic Fire are pledged to the greater church of Mystra as guardians of the temples and sacred places, enforcers of the responsible use of magic, and hunters of sacred relics of the faith and lost arcane knowledge. And further they take it upon themselves to right the damages done during the time of troubles when the weave was sundered. The tenets of their oath reflect these duties.

  • Magic is the Gift of the Weave, not a weapon of war. I shall ensure this Gift is used responsibly.
  • I will not use the Art for wasteful ends. I will only use magic when necessary or prudent.
  • I will oppose any who use the Art for selfish reasons, for to misuse the Art is a sin against the Weave. So too will I oppose any who seek to damage or usurp the Weave.
  • Where the Weave is damaged, I will seek to heal it. Where it is dead, I will seek to revive it.
  • I will pursue knowledge of the Art wherever it lie, and aid others in its discovery. What is lost shall be recovered. What’s undiscovered shall be revealed.
  • I will not allow any expression of the Art to be destroyed. If the Art poses a danger, it must be moved to where it will not.
  • I will safeguard those who wield the Weave responsibly, for they too are expressions of the Art. So too shall I protect Mystra’s halls, and those places sacred to our Lady.

For Followers of Mystra

Divine Fighting Technique: Mystra’s Mystic Channelling

Specialty Priest: Dweomerkeeper (Cleric)

Magic Items
Ring: Nethysian Ring of Minor Spell Storing
Wondrous Item: Necklace of Netted StarsRobe of Stars, Spellsight Bracers

Prestige Classes/Substitution Features: Divine ChampionDivine DiscipleDivine Seeker, Knight of the Mystic Fire, Mystic Theurge*, Shooting Star
*See class variants for houserule rebalance

Exclusive Spells: Channel the GiftFractions of Heal and HarmSpell Gauge, Spell Phylactery

Special Spell Rules

Bard/Summoner
Imbue with Spell Ability can be prepared as a 3rd-level spell
Arcane Lock can be prepared as a 2nd-level spell
Spell Phylactery can be prepared as a 4th-level spell

Cleric/Warpriest/Inquisitor
Arcane Mark can be prepared as a 0-level spell
Arcane Lock can be prepared as a 2nd-level spell
Spell Phylactery can be prepared as a 5th-level spell

Paladin
Detect Magic can be prepared as a 1st level spell
Imbue with Spell Ability can be prepared as a 3rd-level spell

Ranger
Detect Magic can be prepared as a 1st level spell
Dispel Magic can be prepared as a 3rd-level spell

Sorcerer/Wizard
Imbue with Spell Ability can be prepared/learned as a 4th-level spell
Spell Phylactery can be prepared/learned as a 5th-level spell

Clergy and Temples

The church of Mystra is very powerful across Faerun and includes many adherents among the populace. Were more wizards and sorcerers devout worshipers of the Lady of Mysteries, the faith would undoubtedly be the most powerful in all Faerun. Mystra’s followers have lost a great deal of influence since the Time of Troubles, when magic ran amok and caused great destruction. The deity’s actions over the past decade have only driven more worshipers, particularly evil wizards and sorcerers, into the arms of Shar.

Clerics of Mystra pick one time of day or night to consistently pray for spells. They celebrate the 15th day of Marpenoth, the anniversary of the ascension of the current Mystra from her mortal form, but otherwise have few calendar-related rituals, focusing more on a personal style of worship. For some devout arcane spell casters, this never goes beyond a whispered prayer of thanks with each spell they cast, coupled with some thought as to the moral consequences of its use. Two ceremonies of great personal significance are Starflight and Magefire. The former centers on a fly spell that permits flight for as long as the stars are visible in the sky. It is often used as an initiation when an individual joins the church of Mystra or a celebration when two worshipers are wed. During Magefire, great magic power surges through one’s body, blazing in flickering blue fire as it spills forth in cleansing and renewal. The Hymn to the Lady is a solemn ritual performed mostly at funerals. While the living clergy intone a plainsong dirge, visions arise of dead mages and Mystran clerics; Mystra often inserts her own guiding scenes.

Mystran clergy work hard to preserve all magical lore so that magic can flourish in the future regardless of what befalls the thinking races of Faerun or the powers of the planes. All clergy of Mystra are expected to devise their own new magic (whether it be spells or items) upon gaining sufficient experience. In this way, magical study remains a growing, vibrant thing, and magic is not merely seen as a handy tool for rulers and engineers to tame Faerun, but remains a thing of wonder.

Temples of Mystra can be almost any size and style of structure. Most include an open central courtyard in which daily services are held and from which one can see the stars at night or a magical representation of them. Most are filled with magic items, many of which are of an esoteric rather than practical nature. Lesser rooms house libraries of magical lore or serve as work shops and laboratories for experimentation in the Art. Sites dedicated to the deity are enhanced by the Weave to augment spellcasting power; any spells cast within by her clerics can benefit from one metamagic feat without needing to take up a higher level spell slot; the benefit ends if the recipient leaves the location of the temple.