The Lady of Mysteries, the Mother of All Magic
Symbol: Circle of seven stars with red mist flowing from the center
Alignment: NG (*You can use either NG or LN when picking Mystra as a patron.)
Portfolio: Magic, spells, the Weave
Domains: Good, Illusion, Knowledge, Magic, Rune, Spell
Favored Weapon: Seven whirling stars (shuriken)
Mystra (MISS-trah) is a busy and devoted deity. She provides and tends to the Weave, the conduit that allows mortal spellcasters and users of magic to safely access the raw force that is magic. Essentially, Mystra is the Weave. As the goddess of magic, she is also the deity of the possibilities that magic can bring about, making her one of the most powerful beings involved with Toril. Although she is good and has the ability to prevent the creation of new spells and magic items that her philosophy opposes, she rarely exerts this ability unless the creation could threaten the Weave or the balance of magic in general.
Mystra's church preserves magical lore in secret and hidden places so that magic would continue and flourish in the future even if the dominant races of Faerûn were to 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. Sites dedicated to the goddess are enhanced by the Weave to allow any spell cast by her clerics while in them to have one metamagic effect without the requisite need to take up a higher-level spell slot. Mystra honors the commitments that members of her clergy who joined the church before the Time of Troubles made to the previous goddess of magic (who was lawful neutral). They have not been forced to leave the clergy due to alignment differences.
Clerics of Mystra pick one time of day or night to consistently pray for spells. They celebrate the 15th of Marpenoth, the anniversary of the ascension of the current Mystra from her mortal form, but otherwise have few calendar-related rituals, focusing more on a personal style of worship. Her clerics usually multiclass as some sort of arcane spellcaster.
History/Relationships: Mystra was once a mortal wizard named Midnight. She assumed the fallen Mystra's portfolio and divinity during the Time of Troubles. Her allies are the deities of knowledge, Mystra's customary advisor (Azuth), Selûne (creator of the deity Mystryl, later called Mystra), and Kelemvor, whom she knew as a man when she was a mortal.
Dogma: Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips is actual performance. Magic is an Art, the Gift of the Lady, and those who wield it are privileged it the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.