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Back to the indexMystran Dogmatics, Vol II
by Aeili Azenci, Priestess of Mystra.
First Edition printed in the Year of the Morningstar, MCCCL
Introduction
The first volume of this work enlightened us to some of the history and background of the Mystran faith. We learnt that love, wisdom and temperance must prevail first and foremost in the minds of those who would adore the Lady of Mysteries and serve her with their minds and hearts.
With this foundation stone laid, it is time to move on to other practicalities of the Mystran faith. This volume will help us to understand how we are to put our knowledge of the Art into effect, or, in other words, how we may best play with magic and forge magical creations that will survive us beyond our mortal lives. This is, afterall, a far more lasting legacy than simply being known as a spellhurler, no matter how skilled or spectacular.
Chapter 1: Deft and Efficient Magic
Exposure to magic is one of the most brilliant thrills of spellcraft. The sensual feeling of the Weave surging through one's body as the correct vocalisations and movements of the hand come to their completion are wondrous to both behold and experience. Even the least cantrip conjures that shrill sensation that is the manipulation of Mystra's Weave. Magic is, in its most elemental form, a thoroughly enjoyable practice.
It is with great care and trepidation that we ought to practice our spellcraft. In our first volume we covered in a broad brushstroke the foolishness of Karsus in the development of his spell "Karsus' Avatar." Karsus did almost everything right: he spent an age in careful research and collecting obscure lore. He consulted his colleagues and gathered what requisite components there were. But Karsus lacked what Mystra would call us to have the most of: wisdom. Wisdom to look past our research and quest for new magic so as to fully grasp all the possible implications of what we are proposing to accomplish.
Karsus, as we well know, was careless and thoughtless about the implications of his mighty magic. Had he chosen a different deity as the target for his spell, magic as we know it now may well have been far different. But by choosing the Mother of All Magic Karsus was only ever doomed to folly. The power to control all magic across all the realms at all times does not and should not rest in the hands of a mortal man, no matter how distinguished or accomplished in his knowledge of arcana. Karsus serves as the ultimate example of what Mystra does not seek: reckless and careless experimentation with magic.
It is imperative, therefore, that worshippers of Mystra and practitioners of the Art should temper their magical pursuits with due care and dilligence. We need to think through carefully the possible implications of our research should it become widely known. I admit that there are a good many spells which remain undiscovered to this day because they perished with their makers, hidden away in their secret libraries and laboratories whose locations have long been forgotten or abandoned. Had Karsus known that his attempt to claim Mystra's place in the divine assembly would destroy almost the entire Netherese kingdom, he would not have done as he did. We too must be mindful of the potential wide-ranging consequences of our spellcasting and research.
Some further examples may well serve to reinforce this point. Responsible spellcraft ought to respect the natural order of the realms. There is no greater horror, both for a spellcaster and for the general populace of Faerun, than to come under assault of some or other creature which has been turned into a warped abomination because of a magical experiment gone wrong, or else a failed attempt to make a deal with some kind of called planar creature.
My people, the elves, know all too well what an army of evil planar beings can wreak here in the Material plane. Such befell Myth Drannor of old, the aptly named Weeping War. While the perpetrators of this travesty still remain unknown to this day, there is no other way that the Trio Nefarious made their way onto the Prime Material plane without being called here in a magical summoning. Once they had broken free of their original calling (as all called demons or devils are wont to do), they cajoled around themselves the largest standing army ever to march upon Faerun.
The old records estimate a force some 60,000 strong, including yugoloth demon mercenaries, ogres, gnolls, goblinoids and even giants. The most majestic city in the Realms perished under their brute force. Thousands were horribly tortured and eaten at their hands, and all this because a spellcaster did not think about the severe consequences of upsetting the natural order of the realms for the sake of magical experimentation and summoning. Necromancers would do well to take heed of this, and use their magics for purposes other than assembling the dead to unlife.
When our Lady of Mysteries calls her adherents to follow a path of deft and efficient magic usage, we must ever keep in mind such tales of the past. Let us use only as much magic as is necessary. Unnecessary shock and awe have no place in the repertoir of one who seeks Mystra's favour.
Lastly, should a situation arise that magic or a magical artifact presents an immediate threat to you, it must not be destroyed. Destruction of the Art is a heinous sin and will invoke the immediate displeasure of the Mother of All Magic. While such an act is seldom seen or heard, it is most pertinent to artifacts which have a habit of being uncovered from time to time in the hands of adventurers and may, in fact, have a sentience of their own. Should such a magical artifact be destroyed, be prepared to answer for it. The destruction or disjoining of such powerful magic does not go unnoticed, not just by the Lady but by whatever other deities may have had an interest in them, whatever it may be. Far better it is to have perilous magic hidden away in the recesses of the earth, or else hurled away into the Astral Sea or another plane, never to be found again.
Chapter 2: The Highest Art - Creation
The last and highest Art, for which purpose these Dogmatics aim to educate, is that of acts of magical creation. Some of this we have already uncovered in the preceding chapter. We are fortunate in the fact that there is an endless limit in the possibilities of the Weave. Some of those possibilities, as we have seen, result in dire consequences when they become reality. That is why it is all the more imperative to the followers of Mystra that we engage in our research carefully and thoughtfully. We must always consider whether the new spells or items we are working on, if they fell in the wrong hands, would cause untold harm in the realms, both to ourselves, our loved ones and our communities and lands.
Magical creation, though, is far preferrable to mere spellhurling. As I covered briefly in the first volume, Karsus' folly resulted in significant caps on the power and usage of magic. Some spells are so strenuous on the caster that their effects will fade after not more than a few minutes. Take, for example, a Spell Mantle. It is an effective and powerful abjuration to protect oneself from hostile magical effects. But maintaining such a spell is arduous, even with metamagic applied it will not last more than a few minutes. Far better would be the same effect hidden in the power of a magical ring, waiting only for the command word for it to be unleashed. That way others may benefit from the magic as well.
Such creation has its obvious strains. It is a long and tiresome process searching for arcane lore relevant to our fields of study. Some material components can be rare and require extra-special care and preparation (for example, Djinn blossoms or Aelfengrape). Even spells to complete or perfect our magical creations can be hard to come by. It may seem easier to merely buy a scroll of the relevant magic, but far better it is to learn the spell for oneself even if it requires years of practice to perform the correct incantation or somatic gesture.
However, there is great reward for dilligence in the Art, especially magical creation. It is our goal as worshippers of the Lady of Mysteries to see that her mysteries persist into the ages that will follow our own. Dweomerheart remains the final destination for us who freely choose to answer this call.
We have as our first example Azuth, that brilliant mage who exulted in the beauty of magical creation. Mystra blessed him as the first Magister, and afterwards as a power in his own right in her own realm. Second to him is Savras, another brilliant arcanist and diviner who exemplified what it means to follow Mystra's Dogma. He too was exalted to Mystra's eternal service. Indeed, this too is our ultimate goal as devoutees of the Mother of All Magic, that we too may serve her beyond our mortal lives, becoming one forever with the magic we love and delight in.
Conclusion
We have travelled quite the journey together now as we explored the Dogma of the Lady of Mysteries. I have endeavoured to explain and expound the teachings of the Mother of All Magic so that magic in the Realms may be held in high honour and esteemed by the less priviledged.
Let us pursue our love for magic, in and of itself, as the marvelous, majestic and mysterious gift of the Lady of Mysteries. Let us practice out spellcraft responsibly, as representatives of our Lady. Let us value the balance of the Realms by refusing to use magic in a way that upsets the natural order. Let us employ wisdom to think through the implications of our use of magic. And most of all, let us create, explore and enjoy this most blessed of gifts in such a manner that our posterity will enjoy it too.