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Mystara, (pronounced miss-TARR-ah), the Mother of all Magic, is the goddess who guides the magic that envelopes Toril. Mystara tends to the weave constantly, making possible all the miracles and mysteries wrought by magic and users of magic. She is believed to be the embodiment of magic itself. Mystara is one of the Gods of Light.

The church of Mystara preserves magical lore so that magic can continue and flourish in the future even if the dominant races of Faerûn should fall. Its members also search out those skilled in magic or who have the potential to use it, keeping a close eye on those who are likely to become skilled. Her clerics are encouraged to explore magical theory and create new spells and magic items.

Mystaran Domains: Good, Illusion, Knowledge, Magic, Rune, Spell

Good Domain
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word (F): Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)

Illusion Domain
Granted Power: 1/day the cleric may cast Silent Image. At level 3, Silent Image is replaced by Minor Image. At level 5 Minor Image is replaced by Major Image.

Illusion Domain Spells
1. Silent Image: Creates minor illusion of your design.
2. Invisibility: Subject is invisible for 1 min./level or until it attacks.
3. Displacement: Attacks miss subject 50%.
4. Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
5. Persistent Image: As major image, but no concentration required.
6. Mislead: Turns you invisible and creates illusory double.
7. Project Image: Illusory double can talk and cast spells.
8. Screen: Illusion hides area from vision, scrying.
9. Time Stop: You act freely for 1d4+1 rounds.

Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.

Knowledge Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Detect Thoughts: Allows “listening” to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4. Divination (M): Provides useful advice for specific proposed actions.
5. True Seeing (M): Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore (M,F): Lets you learn tales about a person, place, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: “Sixth sense” warns of impending danger.

Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Magic Domain Spells
1. Nystul’s Magic Aura: Alters object’s magic aura.
2. Identify: Determines properties of magic item.
3. Dispel Magic: Cancels magical spells and effects.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.

Rune Domain
Granted Power: Free Scribe Scroll feat.

Rune Domain Spells
1. Erase: Mundane or magical writing vanishes.
2. Secret page: Changes one page to hide its real content.
3. Glyph of warding: Inscription harms those who pass it.
4. Explosive runes: Deals 6d6 damage when read.
5. Lesser planar binding: Traps extraplanar creature of 6 HD or less until it performs a task.
6. Greater glyph of warding: As glyph of warding, but up to 10d8 damage or 6th-level spell.
7. Drawmij’s Instant summons: Prepared object appears in your hand.
8. Symbol of Death: Triggered rune slays nearby creatures.
9. Teleportation circle: Circle teleports any creature inside to designated spot.

Spell Domain
Granted Power: You gain a +2 bonus on Concentration checks and Spellcraft checks.

Spell Domain Spells
1. Mage Armor: Gives subject +4 armor bonus.
2. Silence: Negates sound in 15’ radius.
3. Anyspell: Prepare any arcane spell up to 2nd level.
4. Rary’s Mnemonic Enhancer (F): Prepares extra spells or retains one just cast.
5. Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
6. Anyspell, Greater: Prepare any arcane spell up to 5th level.
7. Limited Wish(XP): Alters reality—within spell limits.
8. Antimagic Field: Negates magic within 10’.
9. Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.


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