Azuth, Lord of Spells
Alignment: Lawful Neutral
Domains: Illusion (Trickery), Knowledge [Education], Law, Magic [Alchemy, Spell]
Favored Weapon: Quarterstaff
Azuth concerns himself with the advancement and preservation of the magical arts. Worshiped by all manner of spellcasters (and wizards in particular), the crafty deity has long acted as an advisor to the sitting deity of raw magic; he and Mystra share an amicable relationship akin to that of a tutor and his favored student. Other deities find him crotchety, not understanding his dry wit or ceaseless dedication to collecting magical knowledge. Azuth most often appears as a white-bearded man wearing elaborate, antique clothing and wielding the powerful, gem-topped Old Staff.
Azuth has struggled desperately since the Time of Troubles to reconcile the old Mystra with the new, and with the resulting difference in the Weave that blankets Toril. Despite the ecclesiastical turmoil within, many outsiders view Azuth’s religion as tradition-bound. To them, it adapts to the times at a glacial pace, concerning itself overmuch with abstract arcane debates while remaining blind to the problems that beset the land. Since so many of Azuth’s followers take a neutral stance on matters of morality, the church often comes under criticism by the more proactive cults of Mystra. Azuth often finds himself in the position of intermediary between Mystra and Velsharoon, the god of undeath and necromantic magic.
For Deific Obedience
Obedience: Neatly inscribe and embellish eight identical pairs of runes on 16 separate cards or squares of paper, each a rune that represents a school of magic. Shuffle the cards face down and draw two. On a match, gain a +4 sacred bonus on saves against spells from the school of magic for which you drew a match. On a mismatch, gain a +4 sacred bonus on saves against spells cast from scrolls.
1: Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day
2: Divine Inscription (Su) Three times per day, when using a scroll to cast a spell that deals hit point damage, you can change half the spell’s damage to holy damage. If you lack the ability to cast a particular spell from a scroll, you may attempt a Use Magic Device check with a bonus equal to your hit dice plus your Charisma modifier (or your regular Use Magic Device bonus, whichever is better).
3: Robes of Azuth (Su) You can manifest an illusory robe that absorbs hostile spells for 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 or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.
Paladin Code
A paladin sworn to Azuth is an elite warden of Azuthan ideals. These paladins are often sent to perform arduous deeds that require martial prowess; they could be tasked with recovering arcane lore and magic items from dangerous places, or they may guard clergy members on perilous journeys. In times of great need, these sacred warriors are charged with defeating the church’s enemies on the fields of battle. However, Azuthan paladins also perform peaceful roles; they may act as advisors and diplomats, or they could assume more direct leadership roles to assure that knowledge of magic is taught and spread throughout the realms.
- Preserve Knowledge of Magic. When I find tomes and scrolls of arcane lore, I deliver them to the church, so they can be preserved. I shall protect spellbooks and scrolls from harm to my best ability.
- Spread Knowledge of Magic. I shall seek opportunities to spread knowledge of magic throughout the realms by distributing writings, and teaching others about magic.
- Protect the Holy. I am the guardian of those who wield the Art — wizards, clergy members, the church’s congregation — as well as Azuth’s holy sites; I shall keep them from danger.
- Use Sound Judgement. I shall remain remain calm in all situations; I shall consider consider carefully all options before action, that my actions are based only upon logic and reason; it was flippant choices that caused Karsus’ fall, and such should never happen again.
For Followers of Azuth
Archetypes and Alternate Class Features: Studious Librarian (Bard), Sword of the High One† (Wizard),
Specialty Priest: Magistrata† (Cleric)
Feats: Arcane Insight, Believable Veils, Forceful Channel, Magical Epiphany, Master of Knowledge,
Magic Items: Mask of Conflicting Energies, Rod of Reversal
Prestige Classes: Mystic Theurge*, Archmage, Arcane Devotee, Divine Champion, Divine Disciple, Divine Scion (Unchained)
* Note there are houseruled alterations to this class.
Traits: Arcane Depth, Eternal Understanding, Honeyed Words, Loreseeker, Lover of the Law, Magic is Life, Magic’s Might, Seer of Reality, Strip the Veils, Thirst for Knowledge, Underlying Principles, Veils upon Veils
Spells: Spell Gauge
Unique Spell Rules
- Arcane Mark can be prepared as a 0-level Cleric spell
- Imbue with Spell Ability can be prepared as a 3rd-level Bard spell, or a 4th-level Wizard/Sorcerer spell.
Clergy and Temples
Azuth’s clergy includes wizards and monks, though single and multiclassed clerics hold most positions of power within the hierarchy. These individuals, known collectively as the magistrati, facilitate communications between arcane spell casters. Magistrati tend to dress in elaborate and impractical dull-colored clothing accented by absurdly high collars, large gats, and stoles bearing arcane symbols.
Azuthan centers of worship are common in civilized nations, particularly in cities with powerful arcane guilds. There, magistrati enforce the Magebond, an informal agreement taught to nearly all wizards since the era of Azuth’s reign as the first Magister. The Magebound stipulates that disputes between wizards should not spill over into the community at large; that magic is best left to those with the willpower to study and master it, and that the destruction inherent in magical duels casts mages in the worst light imaginable. (Of course, as many wizards scoff at these “rules” as follow them.) Conflicts between wizards, according to the tenets of the Magebond, should be conducted in private according to the dictates of a complicated, usually nonlethal ritual that pits mage against mage in a spell weaving duel. Naturally, the magistrati oversee such contests, and they keep the lore and ritual of these duels a closely guarded secret.