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Mystra (MISS-truh)

Goddess of Magic

Mystra is the goddess of magic and mystery- or at least she would be if she had not been killed in the First Age of the world. One of the earliest deities in the world, along with Ioun and Teratheion, Mystra was unfathomably powerful, and like the force of magic itself, was believed to exist in all places at once. When alive, Mystra's avatar typically appeared as a young woman of titanic stature with tan skin, blue-black hair, and bright blue eyes. She often worse a great deal of jewelry and a crown of burnished bronze metal, and dressed in finery befitting an ancient queen.   Now, Mystra is no longer alive, killed by the dark god Bane in the Divine War. However, her spirit lives on through the Weave of Magic, allowing everyday mortals to harness the magic of the universe. This personification of magic can be worshipped and confer piety benefits like any other god, and as it is tied to Mystra's soul, those who worship the Weave usually are those who would have been favored by Mystra when she was alive.  

Mystra's Influence

Mystra held power of all magic that existed in the world. Additionally, she and her counterpart Teratheion, the god of time, are considered the progenitors of most of the gods. Her followers included all manner of arcane practitioners- wizards, sorcerers, bards, warlocks, even eldritch knights and arcane tricksters followed Mystra.   In the early days, only Mystra had the ability to do magic, but granted it only to the other gods or to her followers. After her death, the magic that she held and guarded was let free, and anyone was able to harness it through spellcasting. She existed before mortals occupied Ellowyre and numbered among the few who understand the role of mortal belief in shaping the younger gods- a concept even most gods don't fully comprehend.   Today, Mystra has little followers, as not many will devote their worship to a dead goddess. She is remembered as a party of history only. Worshippers of Mystra in the Second and Third Age can gain no piety benefits, though they can, of course, still choose to worship Mystra. Worshippers of Mystra in the First Age can receive piety benefits.  

Mystra's Goals

Like Ioun, rather than having any particular goals, Mystra simply was. She sought nothing but to oversee the acquisition of knowledge, maintain the flow of magic, and uphold the divine order. She believed that magic should be wielded only by those who proved worthy, and that it was not a resource that should be allowed to go unregulated, so she took great care in the choosing of people to bestow magic upon.  

Divine Relationships

Mystra is the ancestress of most gods that are commonly seen as good by mortals. Because of this, she is beloved by many of the gods, save for a select few whose ambition had lead them to covet her power. Mystra's children include Corellon, Melora, Tyr, Sune, and Tymora, all deities concerned with creation, life, magic, and light.   Mystra's counterparts as the first beings in creation were Ioun and Teratheion. Of the two, Mystra was always closer to the god of Time, Teratheion. Teratheion attempted to defend Mystra in her final battle, but fell after her, in a duel with their sworn enemy, Bane.   Bane, the god of tyrrany, was a son of Teratheion, and a brother to Pelor, and was a usurper of power from the original three gods. Bane was an enemy of Mystra, and he ended up slaying the goddess in battle during the Divine War.   Though she did not live to see it, Mystra has another divine descendant- that of Archantael. Archantael's lineage descended from an aasimar with divine heritage from Mystra, and thus she is considered a child of Mystra.  

Worshipping Mystra

Mystra doesn't trace her origins to mortal devotion, and as she has been dead for most of human history, has few worshippers. Unlike the other gods, she gains nothing from devotion and worship of mortals, and she cannot seek out reverence or demand it. By and large, she has no worshippers, save for those who devote themselves to the study of magic- which is the closest one can come to worshipping this fallen goddess  

Mystra's Favor

Mystra has never had a mortal champion before. Those who can call themselves her champions are usuallly those who have strong magical abilities, and this is often taken as a sign of the goddesses favor. The Mystra's Favor table suggests some possible connections between the god and a mortal follower.
 d6   Sign of Favor
  1 You were born with greater than average sorcerous power, a sign of Mystra's favor.
  2 Beset by strange dreams, you consulted an oracle of the gods who showed you signs of Mystra. Since then, they've only gotten stranger.
  3 You were secretly instructed in the ancient traditions of worship of Mystra by a parent or a mentor.
  4 You were created from magic rather than born, perhaps being a magical construct, or a person of eldritch lineage such as a Hexblood.
  5 You were born under auspicious stars.
  6 You have no idea why Mystra has shown favor to you and granted you magic, and sometimes you wish she hadn't.
 

Devotion to Mystra

Mystra cannot demand adherence to any philosophy, and the reasons to follow her are as numberless as the stars. As a follower of Mystra, consider the options on the Mystra's Ideals table as alternatives to those suggested for your background.  
 d6   Ideal
  1 Devotion. My devotion to my god is more important to me than what she stands for. (Any)
  2 Balance. Too much power in any one place is a threat to us all. (Lawful)
  3 Bounty. Magic always provides, and I will share its gifts with those less fortunate. (Good)
  4 Knowledge. I seek out dangerous secrets so that I can know the nature of reality. (Neutral)
  5 Power. Magic is a tool, one that I can wield against those who stand in my way. (Evil)
  6 Mystery. The cosmos is more beautiful if its greatest truths remain unknown. (Any)
 

Myths of Mystra

Mystra is barely remembered in the mortal world, having died while human civilization was in its infancy. Some surviving myths speak of a personified "magic" in a way that vaguely suggests the possibility of an actual god's involvement, and there are a few myths that mention her by name and are definitively about her.  

The Mystral Swords.

Mystra, a titan goddess, was slain in battle by Bane, god of tyrants, releasing magic to be free in the world. From her bones and the now-free magic, seven swords were created, each possessing the ideals of it's creator. These swords were Oriphiel the Dawn Sword, Ioth sword of the Lawbearer, Domiel the Infallible, Allaidh the Biting Rapier, Taharial the Shattered Sword, Ithuriel the God's Gift, and Adellum- a simple dagger crafted by human hands that gave them bargaining power against the gods.  

The Spring of Wild Magic.

Far at the edges of the world lies a contained spring of pure wild magic energy, created by Mystra. The water appears as a glistening pool of starlight, and those who touch it risk becoming a wild magic user. It's location in the ruins of an ancient temple laden with arcane dangers and monsters make this water a great prize to be won, though it comes at great risk.  

Mystra and Aethre.

In the first age, Mystra took a companion in the elven mortal Aethre, and the two were extremely close. Tragically, Aethre was taken captive by a rival settlement and was killed. Mystra brought Aethre's soul back to life in the form of her familiar- a black hound that followed her everywhere.  

The Seven Schools of Magic.

In myth, it is said that the seven schools of magic represent different aspects of how mortals viewed Mystra. Abjuration is her role as a protective goddess and goddess of boundaries. Conjuration is her role as a goddess of creation. Evocation represents her raw power. Enchantment is her aspect as a goddess of beautiful things. Divination and Illusion are her aspect as a goddess of mysteries. Transmutation is her aspect as a goddess of change, and Necromancy is her aspect as a deity of life and death. Her many aspects represents the potential for magic and the myriad of ways it can be used.

Mystra's Champions

 
  • Alignment: Any
  • Suggested Classes: Bard, Sorcerer, Wizard, Warlock
  • Suggested Cleric Domains: Arcana, Knowledge, Trickery
  • Suggested Backgrounds: Cloistered Scholar, Entertainer, Feylost, Sage
Most champions of Mystra are those who have steeped themselves in studying the arcane, or those who have abandoned the concerns of material things and devoted themselves to furthering magical advancements.

Earning and Losing Piety

You increase your piety score to Mystra when you expand the god's influence in the world in a concrete way through acts such as these:
  • Developing a new spell or arcane theory
  • Revealing a critical truth at an important moment
  • Using magic to further your personal goals
Your piety score to Mystra decreases if you diminish Mystra's influence in the world, upset the balance of power, or make her look biased or petty through acts such as these: Revealing a secret that should remain unknown  
  • Destroying magical artifacts or notes on magical research
  • Persecuting those who use magic, except those who use magic to harm others
  • Furthering the aims of another god in defiance of Mystra's will
As Mystra cannot give any say in what her followers do, the things that the followers of Mystra claim to do in her name are varied and numerous. Her followers cannot lose piety for upsetting her ideals, only by destroying or bastardizing her creation of magic.  

Mystra's Devotee

Piety +3 Mystra Trait   As a devotee of Mystra, you have proven yourself a devotee of reality's mysteries and laws. You can cast detect magic with this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.   In addition, you know the mage hand cantrip. Charisma is your spellcasting ability for these spells.  

Mystra's Votary

Piety 10+ Mystra trait   You can cast clairvoyance with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.   In addition, you have advantage on saving throws against being charmed.  

Mystra's Disciple

Piety 25+ Mystra trait   As a true champion of Mystra, you can use your mage hand cantrip to protect yourself. While your spectral hand is within 5 feet of you, you gain a +2 bonus to your AC against ranged attacks.  

Champion of Magic

Piety 50+ Mystra trait   You can increase your Constitution or Charisma score by 2 and also increase your maximum for that score by 2.

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