Azuth (pronounced ah-ZOOTH [6]), also known as the Lord of Spells and the God of Wizards,[13] was a lesser deity who concerned himself with the advancement and preservation of the magical arts. Worshiped by all manner of spellcasters (and wizards in particular), the crafty deity acted as an adviser to the sitting deity of raw magic; he and Mystra shared an amicable relationship akin to that of tutor and favorite student. Other deities found him crotchety, not understanding his dry wit or ceaseless dedication to collecting magical knowledge. Azuth most often appeared as a white-bearded man wearing elaborate, antique clothing and wielding the powerful, gem-topped Old Staff.

Divine RealmEdit

Azuth's divine realm, located on Buxenus, the second layer of Arcadia in the Great Wheel cosmology, was also called Azuth.[3]


Main article: Church of Azuth

Among the most blessed of Azuth's terrestrial servants are The Favored, thought to be a cadre of slain human wizards resurrected by the Lord of Spells himself but which are in fact magical constructs of his subconscious mind. The Favored further the development and channeling of the Weave through written formulas, a process Azuthans view as the apogee of human scientific achievement. Possessing uncanny abilities such as telekinesis and flight, these paragons of magical power deliver important messages to the flock and herald new developments in magical sciences. 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. Though the deity does not know it, The Favored—mental manifestations of this struggle—are tearing his church apart and may cost the Lord of Spells, and his worship significantly.


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.

Relationships Edit

Azuth p13-1-

Lord of Spells

Azuth was subservient to both Mystra and later Midnight and had a complex relationship with Savras, who nominally served him, Azuth having kept Savras prisoner for many centuries. Azuth was also served by Velsharoon[1] and was an ally of Deneir, Oghma and Leira[3].

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.[3]

Mystra tasked Azuth with subtly manipulating the wizard Flamsterd. Azuth was in love with the Chosen of Mystra, Alvaerele Tasundrym, protecting her from danger[14], but was also one of Mystra's lovers.[1] Azuth also had a close relationship with Syluné Silverhand.

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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.[15]

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.[16] At some point, Azuth believed himself no longer worthy of being called Magister, and so Mystra turned him instead to one of her Chosen.[17]

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.[16] 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[16][18], 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,[8] in fact Asmodeus fused with Azuth, and both gods coexisted since then in the same body.[19] Most of the time Asmodeus overpowered Azuth, using his divine powers while the God of Wizards was in a dormant state.[20] 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.[21]

The Second SunderingEdit

In 1486 DR, Azuth had regained most of his strength and was able to chose Ilstan Nyaril as his Chosen.[22] Asmodeus and Azuth began to struggle for dominion over their shared body and the hierarchy of the Nine Hells was jeopardized because of that.[19][21] 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.[20] 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.[23] 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.[24]

After the Second Sundering ended, Azuth returned to the Faerûnian pantheon.[5][25]


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. 1.0 1.1 1.2 1.3 1.4 1.5 Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. (Wizards of the Coast), pp. 12, 13. ISBN 0-7869-2759-3.
  2. 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. 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. 4.0 4.1 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 15. ISBN 0-8803-8828-5.
  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. 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. 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. 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.
  9. Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), p. 15. ISBN 978-0786914302.
  10. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 152. ISBN 0-7869-3134-5.
  11. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 59–60. ISBN 978-0-7869-6560-1.
  12. 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. Cite error: Invalid <ref> tag; no text was provided for refs named PHB5e-p294
  14. Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), p. 44. ISBN 978-0786914302.
  15. Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), p. 30. ISBN 978-0786914302.
  16. 16.0 16.1 16.2 Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 47. ISBN 0-7869-0657-X.
  17. Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), p. 6. ISBN 0-7869-1964-7.
  18. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc). ISBN 0-7869-0446-1.
  19. 19.0 19.1 Erin M. Evans (December 2015). Ashes of the Tyrant. (Wizards of the Coast), pp. 398–399. ISBN 978-0786965731.
  20. 20.0 20.1 Erin M. Evans (October 4th, 2016). The Devil You Know. (Wizards of the Coast), p. 16. ISBN 978-0786965946.
  21. 21.0 21.1 Erin M. Evans (December 2015). Ashes of the Tyrant. (Wizards of the Coast), pp. 89, 305–306. ISBN 978-0786965731.
  22. Erin Evans (October 2014). Fire in the Blood. (Wizards of the Coast), p. 355. ISBN 0786965290.
  23. Erin M. Evans (October 4th, 2016). The Devil You Know. (Wizards of the Coast), pp. 447–449. ISBN 978-0786965946.
  24. Erin M. Evans (October 4th, 2016). The Devil You Know. (Wizards of the Coast), p. 476. ISBN 978-0786965946.
  25. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 294. ISBN 978-0-7869-6560-1.


The Faerûnian Pantheon
Major Deities
AzuthBaneBhaalChaunteaCyricGondHelmIlmaterKelemvorKossuthLathanderLoviatarMaskMielikkiMyrkulMystra (Midnight) • OghmaSelûneSharShaundakulSilvanusSuneTalosTempusTormTymoraTyrUmberleeWaukeen
Other Members
AkadiAurilBeshabaDeneirEldathFinder WyvernspurGaragosGargauthGrumbarGwaeron WindstromHoarIstishiaIyachtu XvimJergalLliiraLurueMalarMililNobanionThe Red KnightSavrasSharessShialliaSiamorpheTalonaTiamatUbtaoUlutiuValkurVelsharoon

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