Azuth (pronounced: /ɑːˈzuːθ/ ah-ZOOTH), also known as the Lord of Spells and the God of Wizards, was a lesser deity whose concerns included the perpetuation of the magical arts as a craft. He was worshiped by all manner of arcane spellcasters, though was venerated by wizards in particular.
The Lord of Spells often appeared as an elderly man with a long, white beard garbed in antique clothes and wielding a gem-topped staff. He often came across as crotchety and cantankerous, even to other gods and was somewhat misunderstood. His dry wit and unending devotion to the pursuit of the arcane rubbed others the wrong way.
The clergy of Azuth were collectively known as the Magistrati and included wizards, monks and clerics within their ranks. They preferred to maintain their temples within large cities, align themselves with powerful magical guilds and act as a sort of magical administration, to facilitate communication between spellcasters and enforce the Magebond.
Among the highest order of Azuth's followers were a group of arcane paragons known as the Favored. These heralds of magical development furthered the channeling of the Weave by formulating arcane processes, a process viewed as the apex of magical science among the faithful.
The church of Azuth were widely viewed as archaic in their tradition, pedantic in their debates, and oblivious to the real-world problems within the Realms. They often possessed a moral neutrality that that garnered an unfavorable opinion by the average layperson.
- Loomwarden: A stern sect of the church of Azuth that was distrusting of sorcerers and the more chaotic nature of Mystra's power. They were particularly influential in cities like Halarahh and Bezantur.
- Spellsavants: This tolerant order of mages urged for cooperation between all practitioners of the arcane and idealized the cumulative efforts of humanity as a whole to push the boundaries of magical knowledge.
Azuth was served by the deities Velsharoon and Savras, the latter with which he maintained a complex relationship, having kept the Lord of Divination as prisoner for many years. He also call Deneir, Oghma and Leira as allies of his, and had a close relationship with Anastra Syluné Silverhand.
Azuth was subservient to both Mystra and later Midnight, having sat as an adviser for and acted as a favored student of the goddess of magic. On one occasion he was asked by the goddess to subtly manipulate the wizard Flamsterd.
While his relationship with the first Mystra was one of deep mutual affection, he took a more paternal stance with her later incarnation - guiding her through a difficult time of acclimatization to her role. Although he was one of Mystra's lovers, he was in love with one of her Chosen, Alvaerele Tasundrym, having protected her from danger.
Records of Azuth's life as a mortal were virtually non-existent and Azuth himself did not deign to answer questions regarding the topic, therefore, most of what was known of Azuth's life was legend.
As a mortal man, Azuth was hungry for power, and in his search for it he studied several lost empires in the hope of finding forgotten magical secrets. Eventually his dedication lead to him being granted the title of Magister, the first of his kind, recognized by Mystra as her most promising mortal pupil. At some point, Azuth believed himself no longer worthy of being called Magister, and so Mystra turned him instead to one of her Chosen.
During or shortly after the Dawn Cataclysm, in his bid for divinity, Azuth sought to steal a portion of the demigod Savras' power in a gambit that ultimately failed. This led to a protracted series of battles between Azuth and Savras, culminating in a duel that shattered a mountain and created a deep lake. Azuth was successful and managed to imprison the deity Savras within a staff he had created, the Scepter of Savras. And thus, with the help of Mystra who had now become his lover, Azuth finally ascended to divine status.
Azuth lost the staff, but Syluné Silverhand found it and returned it to him, whereupon Azuth began to feel guilty for imprisoning Savras and, after the Time of Troubles, freed him from his imprisonment in exchange for a pledge of fealty.
The destruction of Dweomerheart sent the dying Azuth into Asmodeus's domain of Nessus. Although many people believed the archdevil killed Azuth and consumed his divine essence to attain godhood, in fact Asmodeus fused with Azuth, and both gods coexisted since then in the same body. Most of the time Asmodeus overpowered Azuth, using his divine powers while the God of Wizards was in a dormant state. But in a rare few occasions Azuth was able to gain dominion of their shared body, and many denizens of the Nine Hells believed Asmodeus had become mad due to his strange behavior.
The Second SunderingEdit
In 1486 DR, Azuth had regained most of his strength and was able to chose Ilstan Nyaril as his Chosen. Asmodeus and Azuth began to struggle for dominion over their shared body and the hierarchy of the Nine Hells was jeopardized because of that. Ilstan and Farideh, one of the Chosen of Asmodeus, devised a plan to separate both gods and avoid a potential devil invasion to all the multiverse. They contacted the god Enlil through his Chosen, Kepeshkmolik Dumuzi, and Asmodeus agreed to release Azuth from his body and to resurrect the Untherite god Nanna-Sin as a non-god immortal and in exchange Enlil allowed Asmodeus to consume Nanna-Sin's divine spark to become a god unto himself. In a ritual performed in Djerad Thymar amid the First Tymanther-Unther War, on Hammer 10 of 1487 DR, Ilstan sacrificed his life to allow Azuth become an individual god once more.
|“||Teach the wielding of magic, and dispense scrolls, items and spellbooks throughout Faerûn that the use and knowledge of magic may spread. Encourage everyone to try their hand at wielding magic. Drive home the lesson that with magical power comes grave responsibility, and live that lesson yourself. Try to gain a copy of every new spell, spell variant or magical idea you encounter without regard for its worth or importance-and make a copy of that copy for a temple library. Train others in what you know of magic, not hoarding your knowledge for yourself, and encourage creativity in magic in all ways and at all times.||”|
|“||Reason is the best way to approach magic, and magic can be examined and reduced to its component parts through study and meditation. Maintain calm and use caution in your spellcasting and magic use to avoid making mistakes that even magic cannot undo. Use the art wisely, and always be mindful of when it is best not to use magic. Teach the wielding of magic and dispense learning throughout Faerûn that the use and knowledge of magic may spread. Live and teach the idea that with magical power comes grave responsibility. Learn every new spell you discover and make a copy for the temple library. Do not hoard your knowledge, and encourage creativity in magic in all ways and at all times.||”|
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. (Wizards of the Coast), p. 12. ISBN 0-7869-2759-3.
- ↑ 2.0 2.1 2.2 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised). (TSR, Inc). ISBN 1-5607-6617-4.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 34. ISBN 978-0786903849.
- ↑ 4.0 4.1 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 15. ISBN 0-8803-8828-5.
- ↑ 5.0 5.1 5.2 5.3 5.4 Kim Mohan ed. (2015). Sword Coast Adventurer's Guide. (Wizards of the Coast), pp. 21,25–26. ISBN 978-0786965809.
- ↑ 6.0 6.1 6.2 Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 10. ISBN 0-8803-8472-7.
- ↑ 7.0 7.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 236. ISBN 0-7869-1836-5.
- ↑ 8.0 8.1 8.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 73. ISBN 978-0-7869-4924-3.
- ↑ Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), p. 15. ISBN 978-0786914302.
- ↑ Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 152. ISBN 0-7869-3134-5.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 59–60. ISBN 978-0-7869-6560-1.
- ↑ Sean K. Reynolds (2002). Deity Do's and Don'ts. A Faiths and Pantheons Web Enhancement. Wizards of the Coast. p. 10. Retrieved on 2014-09-22.
- ↑ 13.0 13.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 294. ISBN 978-0-7869-6560-1.
- ↑ 14.0 14.1 14.2 14.3 Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 47. ISBN 0-7869-0657-X.
- ↑ 15.0 15.1 15.2 15.3 15.4 Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. (Wizards of the Coast), p. 13. ISBN 0-7869-2759-3.
- ↑ Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), p. 44. ISBN 978-0786914302.
- ↑ Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), p. 30. ISBN 978-0786914302.
- ↑ Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), p. 6. ISBN 0-7869-1964-7.
- ↑ Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc). ISBN 0-7869-0446-1.
- ↑ 20.0 20.1 Erin M. Evans (December 2015). Ashes of the Tyrant. (Wizards of the Coast), pp. 398–399. ISBN 978-0786965731.
- ↑ 21.0 21.1 Erin M. Evans (October 4th, 2016). The Devil You Know. (Wizards of the Coast), p. 16. ISBN 978-0786965946.
- ↑ 22.0 22.1 Erin M. Evans (December 2015). Ashes of the Tyrant. (Wizards of the Coast), pp. 89, 305–306. ISBN 978-0786965731.
- ↑ Erin Evans (October 2014). Fire in the Blood. (Wizards of the Coast), p. 355. ISBN 0786965290.
- ↑ Erin M. Evans (October 4th, 2016). The Devil You Know. (Wizards of the Coast), pp. 447–449. ISBN 978-0786965946.
- ↑ Erin M. Evans (October 4th, 2016). The Devil You Know. (Wizards of the Coast), p. 476. ISBN 978-0786965946.
Azuth • Bane • Bhaal • Chauntea • Cyric • Gond • Helm • Ilmater • Kelemvor • Kossuth • Lathander • Loviatar • Mask • Mielikki • Myrkul • Mystra (Midnight) • Oghma • Selûne • Shar • Shaundakul • Silvanus • Sune • Talos • Tempus • Torm • Tymora • Tyr • Umberlee • Waukeen
Akadi • Auril • Beshaba • Deneir • Eldath • Finder Wyvernspur • Garagos • Gargauth • Grumbar • Gwaeron Windstrom • Hoar • Istishia • Iyachtu Xvim • Jergal • Lliira • Lurue • Malar • Milil • Nobanion • The Red Knight • Savras • Sharess • Shiallia • Siamorphe • Talona • Tiamat • Ubtao • Ulutiu • Valkur • Velsharoon
|Exarchs of the Era of Upheaval|
|Azuth | Anhur | Auril | Bahgtru | Baravar Cloakshadow | Brandobaris | Deneir | Dugmaren Brightmantle | Eilistraee | Fenmarel Mestarine | Finder Wyvernspur | Gaerdal Ironhand | Garagos | Gargauth | Geb | Ghaunadaur | Gorm Gulthyn | Gwaeron Windstrom | Haela Brightaxe | Hathor | Kiaransalee | Hoar | Ilneval | Istishia | Iyachtu Xvim | Jergal | Lliira | Loviatar | Luthic | Malar | Marthammor Duin | Mask | Milil | Red Knight | Savras | Sebek | Selvetarm | Sharess | Shargaas | Shaundakul | Shevarash | Shiallia | Siamorphe | Talona | Thard Harr | Tiamat | Torm | Ulutiu | Urogalan | Uthgar | Valkur | Velsharoon | Vhaeraun | Waukeen | Yurtrus|