Azuth is Mystra’s servant, friend, and advisor. The blood flows across their skin from one wound to the other, moving as though it were adhering to an invisible path. cult of Shar (and her Shadow Weave). Magistrati tend to dress in elaborate and impractical dull-colored clothing accented by absurdly high collars, large gats, and stoles bearing arcane symbols. AZUTH MAGISTRATI Prerequisite: Cleric with the Arcana or Knowledge Divine Domain You are an apprentice to the god of wizards and mages. Now, they tend to try and remain surrounded by it. Many people view Azuth’s religion as tradition-bound. Most mages see magic as a tool. Savras fell, with Azuth becoming the one god of wizards. Dweomerheart/Azuth Portfolio. Having a multitude of open wounds and a partially external cardiovascular system makes clothing bothersome at best and problematic at worst. Azuth, the Lord of Spellcraft. The ultimate devotee of a god, the cleric is called to do more than lead temple service. Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game.Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. ( Log Out /  LN. Overview: Azuth is the patron god of wizards and mages and all spellcasters to some extent. Several years later, Greenwood brought the setting to publication for the D&D game as a series of magazine articles, and … They do not suffer any of the penalties from exhaustion. Azuth, also known as the Lord of Spells and the God of Wizards, was a lesser deity and former mortal whose concerns included the perpetuation of the magical arts as a craft. Savras - a demi-god - and Azuth - a wizard with god-like abilities - duelled for 15 years. Usually, this means being strapped to a cross or strung between two trees. upgrade now Ascendant campaigns can view previous versions of their pages, see what has changed (and who did it), and even restore old versions. Azuth is Mystra's servant, friend, and advisor. Once Savras was a mortal wizard of Halruaa. Now, criminals are being beaten, strung up, recruited, or killed. Many Hum Alshirih still search for a way to escape their mortal shell and live in the form of pure magic, as a golem or otherwise. The cultists must ritually cut themselves: one wound for the blood to leave their bodies, and one wound for the blood to reenter it. Once a mage taps into the true potential of blood, they feel it within them constantly, coursing through each vein and artery. Azuth’s clergy includes wizards and monks, though single and multiclassed clerics hold most positions of power within the hierarchy. Using the flame makes it a tool. Main Page | Deities of the Forgotten Realms. Azuth’s Favored are considered the highest among them. Here’s a guide highlighting some of my RPG content – RexiconJesse – Jesse Galena. Deity – Azuth, God of Wizards (LN, Knowledge) Cult Name – Hum Alshirih (hum ah-l-sh-ah-re) Symbol – A swirling length of hair with flames behind it “Teach the wielding of magic and dispense learning throughout Faerûn so the use and knowledge of magic may spread.” – Azuth. No spell, no idea, no person cannot be made better with additional work. LE. 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. Dweomerheart/Azuth Portfolio. Once they lose this temp HP, they cannot regain it until they take a long rest. What gods does the world of your game have? Home Plane. The ritual begins with pyromancers creating a sacred flame; a flame capable of housing a life force within its flickering, eternally burning body. Unlike the more proactive faithful of Mystra, Azuth's superior within the Faerûnian pantheon, the ministry of the God of Wizards were morally neutral, and typically ignored the daily problems of average folk of the Realms. Azuth is Mystra's servant, friend, and advisor. Azuth is known as the god of all mages and wizards in the realms. Some say he was once a mortal, one of the "mighty mages" who constructed the portals beneath the city of Raven's Bluff. Thus, they stick to the wilderness, avoiding contact with non-Hum Alshirih except when they choose to venture into civilized places. As the cultist gains more potential from their blood, they must open more wounds on their body. Their hair has a strength score equal to the owner’s spellcasting stat (intelligence, wisdom, or charisma). Savras was a god of mages and wizards in the service of Mystra, goddess of magic. Without circulation, their remaining blood dries up inside of them. Change ), You are commenting using your Facebook account. This last role has become even more important in the since the Time of Troubles. Whether that is true or not, pyromancy has been a part of magic before magic had a name. Your vestments are shimmering gray silk and alway wear Azuth’s symbol on your chest. [citation needed] 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. (now a dead power) Deneir, also known as "Lord of All Glyphs" and "The Scribe of Oghma", is the deity of literature, art, knowledge, glyphs, images, and cartography. Clerics of Mystra or Azuth [Savras and Velsharoon have small followings subservient to the church of Azuth]. Azuth, god of wizards, LN Knowledge, Left hand pointing upward, outlined in fire Bane, god o f tyranny, LE War, Upright black right hand, thumb and fingers together Beshaba, goddess of misfortune, CE Trickery, Black antlers Bhaal, god o f murder, NE Death, Skull surrounded by a ring of blood droplets Worshiped by all manner of spellcasters (and wizards in particular), the crafty deity acts as an adviser to the sitting deity of raw magic; he and Mystra share an amicable relationship akin to that of tutor and favorite student. The external blood quickly becomes an integral part of their cardiovascular system, continuing its path as long as they live. [citation needed] An … Infused with more magical potential, their bodies can no longer contain all of their blood. Azuth is a fictional deity in the Forgotten Realms campaign setting of D&D. He faced Azuth, contending for Savras' place. We think you'll have a much more enjoyable experience. The First Magister. 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. Where they can be found – Given their violent rituals and often unsightly appearance, Hum Alshirih never live in cities and populated towns. Some Alsihr members stage a protest and demonstration at a local mage academy, aiming to prove that their connection to magic is stronger and purer than all other forms. Azuth is god of all the long hours of study, exacting standards of movement and speech, and cramped, ink-stained fingers. Even if they are not holding a weapon, the cultists is always considered armed. You are an apprentice to the god of wizards and mages. Azuth Information. Or the goddess of all magic, Mystra. Azuth (ah-zooth) concerns himself with the advancement and preservation of the magical arts. The dried blood toughens from the heat of the flame, granting them +1 AC natural armor. Magic, Wizards, mages, spellcasters in general Favored Weapon Azuth takes aspects of these general fields and applies them to the specific practices of wizards. Azuth, God of Wizards. 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. For Hum Alshirih, they wish to become magic. Home Plane. Savras was imprisoned in the Scepter of Savras by Azuth, where he remained until the Time of Troubles. Mystra serves as goddess of magic; Oghma is god of knowledge; and Deneir is god of writing and language. Use the art wisely, and always be mindful of when it is best not to use magic. Azuth, the Lord of Spellcraft. For more on the Gollicking’s cult series, check out The Order of the White Rose and The Harvesters by u/Mimir-ion. Bane, God of Tyranny. During the Time of Troubles, Azuth freed Savras after extracting an oath of fealty, although Savras resents his position. The Lord of Spells has taught you that reason is your greatest weapon. Azuth’s clerics advise and counsel wizards, much in the same way that Azuth advises and counsels Mystra. Savras was imprisoned in the Scepter of Savras by Azuth, where he remained until the Time of Troubles. It's like having a rewind button for your campaign. They preferred to engage in abstract debates regarding esoteric arcana and strove to ascribe f… Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game.Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Magic is about expanding, changing, evolving, and growing. They often wore Oghma's symbol, a silver scroll on a chain, as a necklace. Azuth Information. Left hand pointing upward outlined in fire. Stereotypical old bearded wizard elevated to godhood, for characters who love them some wizarding. Hair has a long history with magic. Most Hum Alshirih who delve deep into these blood arts wear little- or sometimes no- clothing. They are nomadic, normally traveling slowly through rough terrain rather than utilizing roads. Worshipers, Clergy & Temples Azuthan clergy tend to … The flame also keeps them warm, granting them immunity to the effects of natural cold, though cold damage affects them normally. Azuth (Ah-ZOOTH) is the god of the Weave (magic) and its advancement, as well as spell creation and wizards. They must open the receiving cultist’s chest and stomach, split their ribcage, and remove all of their organs. This last role has become even more important in the years since the Time of Troubles. We've already been saving your edits, so if you Even though consent was given, nearly all civil laws still view it as murder. In religious art, Azuth is most often protrayed as a bearded old man unbent by age, wielding a stout, gem-topped staff. Live and teach the idea that with magical power comes grave responsibility. Other deities find him crotchety, not understanding his dry wit or ceaseless dedication to collecting magical knowledge. His many names all contain the most common words for magic, truly making him inseparable from the craft itself. His alignment is lawful neutral. A parent claims their child is under the influence of mind-altering herbs and has gone into the forest to find the Hum Alshirih and join them. Unlike hair, it is a part of the body that does not require time to expand. The deities of other Dungeons & Dragons campaign settings, including those of the default (or \"core\") setting for the Dungeons & Dragons game, are not generally a part of Forgotten Realms. Arcana, Knowledge. Azuth is god of all the long hours of study, exacting standards of movement and speech, and … When making strength-based checks, such as climbing or swimming, the cultist can use their hair, allowing them to use their spellcasting modifier instead of their strength modifier. The First Magister. Fill in your details below or click an icon to log in: You are commenting using your WordPress.com account. AZUTH MAGISTRATI. They could be of any alignment, unlike most neutral gods. The problem is that the punishment does not always match the crime, and the Hum Alshirih are more concerned with enforcing the law than getting it exactly right. Once the vessel is empty, they must house the sacred flame into the cultist’s chest, close their ribs, and stitch their flesh back together. Several years later, Greenwood brought the setting to publication for the D&D game as a series of magazine articles, and … So does the Hum Alshirih. 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