Forgotten Realms: Splendors & Shadow
Lady of Mysteries, Goddess of Magic and the Weave
Mystra is matron of wizards and their spells, and one with the Weave, the interconnected latticework of eldritch energies and ley lines that powers magic (aka mana). Her clergy aren’t cleric as such – they don’t get Power Investiture, but are selected for magical potential (all priests and champions of Mystra have at least Magery 0), initiated into the goddess’s mystery cult, and compelled to study the wizardly arts (specifically, one or more Magical Schools of the Mysteries of the Weave). She and her church are primarily concerned with the preservation and expansion of magical learning, and with protecting the Weave from damage by powerful magics. For this latter reason – the preservation of the Weave, and the order it represents – they enjoy a fairly good relationship with the Church of the Holy Triad … especially when compared with the tense postures between that church and those of many of the pantheon’s other goddesses. Both she and her sister, Selune, are dedicated foes of their elder sister, Shar.
Elements: Magic*, Order, Wisdom.
Holy Powers: Allies, Blessed, Intuition, Oracle, Patron, Spirit Empathy, and True Faith as for standard Holy Might; Ally (Familiar; see DF5: Allies) (Var); Detect (PM, -10%) for magic (9), supernatural beings or phenomena (18), or all supernatural being and phenomena (27); Magic Resistance (Improved, +150%; PM, -10%) (4.8/level, round total up); and Mana Enhancer 1 or 2 (PM, -10%) (45 or 90). Auras: Resistance. Imbuements: All (Magical; skill levels affected by Eldritch Talent or Magery, not Holiness or Power Investiture).
Clerics: Built using the wizard template, but buy Clerical Investment (5), Holiness 1 (5), and Magical School Familiarity (Mysteries of the Weave) (1) with discretionary points, leaving only 20 for additional advantages; add Holiness up to 5 (5/level) and Holy abilities (of Mystra’s domain) to the choices. • Use cleric disadvantages, modified as noted below. • Reduce Alchemy to (H) IQ-1 (4); add Religious Ritual and Theology, both (H) IQ-1 (2).
Holy Warriors: Built using the mystic knight template (Pyramid 3.13), or its variants the mystic archer or mystic swordsman, but buy Holiness 1 (5) with discretionary points; add Holiness up to 6 (5/level) and Holy abilities (of Mystra’s domain) to the choices; Higher Purpose, if taken, if often (Preserve magical knowledge and the art of wizardry; preserve the Weave). • Use holy warrior disadvantages, as noted below. • Reduce Armoury to (A) IQ (2); add Religious Ritual and Theology, both (H) IQ-2 (1). • See also the Knights of the Crescent Moon, who serve both Mystra and her sister Selune.
Disadvantages: Required: Sense of Duty (Mystra and the Weave) [-10]. • Add Curious [-5] to the list of options; Disciplines of Faith (Ritualism or Mysticism) is also common.
Skills: Alchemy, Thaumatology. • Weapon: Staff or Saber; Innate Attack (Attack spells).
Spells: Wizardly spells.