Symbol of Azuth
| Azuth |
|Title(s)|| High One|
Patron of Wizards
Patron of Mages
Lord of Spells
Hand of Sorcery
Lord of Spellcraft
|As a Mortal|
|Apotheosis||Circa 263 DR|
|1st Edition Statistics|
|Symbol||A human hand, forefinger pointing upward, outlined in a nimbus of blue fire|
|2nd Edition Statistics|
|Power Level||Lesser deity, Demipower|
|Symbol||A human hand, pointing upwards, outlined in a nimbus of blue fire|
|Served By||Savras, Velsharoon|
|Portfolio||Wizards, mages, spellcasters|
|Spheres||All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun, minor: Elemental|
|Worshipers||Wizards, mages, any spellcasters|
|Worshiper alignments|| |
|Holy day(s)||Ascension of a new magister, occasional Wild Nights|
|3rd Edition Statistics|
|Power Level||Lesser deity|
|Symbol||Human left hand pointing upward outlined in blue fire.|
|Serves||Mystra, Mystra (Midnight)|
|Served By||Savras, Velsharoon|
|Portfolio||Wizards, mages, Shining Hand monks, any spellcasters|
|Domains||Magic, Illusion, Knowledge, Law, Spells|
|Worshipers||Philosophers, sages, sorcerers, wizards|
|Worshiper alignments|| |
|Favored weapon||Old Staff (quarterstaff)|
|4th Edition Statistics|
|Power Level||Dead power|
Azuth (pronounced ah-ZOOTH ), the Lord of Spells, 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.
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.
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 and was an ally of Deneir, Oghma and Leira.
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.
Mystra tasked Azuth with subtly manipulating the wizard Flamsterd. Azuth was in love with the Chosen of Mystra, Alvaerele Tasundrym, protecting her from danger, but was also one of Mystra's lovers. 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.
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. 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. And thus, with the help of Mystra who had now become his lover, Azuth finally ascended to divine status.
Azuth lost the the staff but Sylune 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.
|“||Teach the wielding of magic, and dispense scrolls, items and spellbooks throughout Faerun 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.||”|
- ↑ 1.0 1.1 1.2 Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms), p. 10. TSR, Inc. ISBN 0-8803-8472-7.
- ↑ 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 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 236. Wizards of the Coast. ISBN 0-7869-1836-5.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons, p. 12, 13. Wizards of the Coast. ISBN 0-7869-2759-3.
- ↑ 5.0 5.1 5.2 5.3 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars, p. 34. TSR, Inc. ISBN 978-0786903849.
- ↑ 6.0 6.1 6.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 73. Wizards of the Coast. ISBN 978-0-7869-4924-3.
- ↑ Ed Greenwood (January 2000). Secrets of the Magister, p. 15. Wizards of the Coast. ISBN 978-0786914302.
- ↑ 8.0 8.1 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures, p. 15. TSR, Inc. ISBN 0-8803-8828-5.
- ↑ Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn, p. 152. Wizards of the Coast. ISBN 0-7869-3134-5.
- ↑ 10.0 10.1 10.2 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars, p. 34. TSR, Inc. ISBN 978-0786903849.
- ↑ Ed Greenwood (January 2000). Secrets of the Magister, p. 44. Wizards of the Coast. ISBN 978-0786914302.
- ↑ Ed Greenwood (January 2000). Secrets of the Magister, p. 30. Wizards of the Coast. ISBN 978-0786914302.
- ↑ 13.0 13.1 Eric L. Boyd (1997). Powers and Pantheons, p. 47. TSR, Inc. ISBN 0-7869-0657-X.
- ↑ Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. TSR, Inc. ISBN 0-7869-0446-1.
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|