Mystra

Lady of Mysteries

Goddess of magic, spells, and the Weave

CR 35Greater deityNeutral goodMagicSpellsThe Weave

Avatar of Mystra, Lady of Spells

Large humanoid (avatar), neutral good

Armor Class
30 (divine ward)
Hit Points
900 (40d20 + 480)
Speed
60 ft., fly 120 ft. (hover)
STRDEXCONINTWISCHA
28 (+9)30 (+10)26 (+8)30 (+10)28 (+9)30 (+10)
Saving Throws
Str +18, Dex +19, Con +17, Int +19, Wis +18, Cha +19
Skills
Arcana +28, History +19, Insight +18, Perception +18
Damage Resistances
necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
force, poison
Condition Immunities
charmed, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 28
Languages
all, telepathy 120 ft.
Challenge
35 (310,000 XP)
Proficiency Bonus
+9

Traits

Legendary Resistance (5/Day). If Mystra fails a saving throw, she can choose to succeed instead.
Magic Resistance. Mystra has advantage on saving throws against spells and other magical effects. She is unaffected by antimagic field and similar effects unless she chooses otherwise.
Innate Spellcasting. Mystra’s spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). She requires no components.
  • At will: counterspell, dispel magic, fly, globe of invulnerability, teleport
  • 3/day each: disintegrate, forcecage, maze, power word stun
  • 1/day each: meteor swarm, time stop, wish
Weave Manipulation. When Mystra casts a spell of 8th level or lower, she can treat it as though cast one level higher. As a reaction when she sees a creature cast a spell, she can force that creature to cast the spell as though using a slot up to three levels lower, causing the spell to fail if its effective level falls below its minimum.
Omniscient Knowledge. Mystra knows the name, level, caster, and point of origin of every spell cast within 1,000 feet.
Keeper of the Weave (Mythic Trait; 1/Day). When Mystra is first targeted by a spell of 7th level or higher or is reduced to 450 hit points or fewer, she can reveal her mythic form. She regains 225 hit points and ends all conditions affecting her. For 1 minute, spells of 6th level or lower cannot affect her unless she allows them to, and she can use her mythic actions.

Actions

Multiattack. Mystra makes two Fist of Magic attacks and uses Weave Denial.
Fist of Magic. Melee Spell Attack: +19 to hit, reach 10 ft., one target. Hit: 45 (8d8 + 9) force damage, and the target must succeed on a DC 27 Constitution saving throw or be incapacitated until the end of its next turn.
Arcane Burst (Recharge 5–6). Each creature of Mystra’s choice within 60 feet must make a DC 27 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much on a successful one.
Weave Denial. One creature Mystra can see within 120 feet must succeed on a DC 27 Wisdom saving throw or be unable to cast spells or activate magic items until the end of its next turn.

Bonus Actions

Weave Step. Mystra teleports up to 60 feet to an unoccupied space she can see. Attack rolls against her have disadvantage until the start of her next turn.
Arcane Recovery (1/Day). Mystra regains three expended uses of her 3/day innate spells.

Reactions

Counterweave. When a creature Mystra can see within 120 feet casts a spell, it must succeed on a DC 27 Intelligence saving throw or the spell fails and is wasted.
Spell Reflection. When Mystra is targeted by a spell of 7th level or lower, she redirects the spell to another legal target within its range.
Weave Shield. When an attack would hit Mystra or a creature within 30 feet, Mystra grants the target a +5 bonus to AC against that attack. If it misses, the attacker takes 22 (4d10) force damage.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Spellcasting. Mystra casts one at-will spell.
Teleport. Mystra teleports up to 120 feet to an unoccupied space she can see.
Silver Fire (Costs 2 Actions). Mystra releases silver flame in a 30-foot cone. Each creature there must make a DC 27 Constitution saving throw, taking 55 (10d10) radiant damage and becoming blinded until the end of its next turn on a failed save, or taking half as much damage on a successful one.
Rewrite Spell (Costs 3 Actions). Mystra changes the target or point of origin of one spell cast since the end of her last turn, provided the new choice is legal for the spell.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Surge of Magic. Until initiative count 20 on the next round, Mystra chooses whether each spell cast in the lair deals maximum or minimum possible damage.
Arcane Flux. Unstable magic fills a 30-foot-radius sphere within 120 feet. Each creature that casts a spell there before the next initiative count 20 triggers a wild magic surge determined by the DM.
Stabilize Weave. Mystra ends any number of spells requiring concentration within 120 feet.
Living Glyphs. Three glyphs appear in spaces Mystra can see within 120 feet. The first enemy to enter within 10 feet of a glyph takes 27 (6d8) force damage, then that glyph vanishes.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Deny the Weave. One creature Mystra can see must succeed on a DC 27 Wisdom saving throw or lose access to its spellcasting and magical abilities until the end of its next turn.
Manifest Weave (Costs 2 Actions). Threads of magic fill a 60-foot-radius sphere centered on a point within 120 feet. Creatures of Mystra’s choice there must succeed on a DC 27 Constitution saving throw or take 72 (16d8) force damage and become restrained until the end of their next turn. A restrained creature cannot cast spells or teleport.
Weave Dominion (Costs 3 Actions). Mystra ends any number of spells of 8th level or lower within 1 mile and grants up to three spellcasters she can see one expended spell slot of 8th level or lower.

Introduction

Mystra, the Lady of Mysteries, is the living steward of the Weave, the structure through which mortals shape magic without being destroyed by its raw force.

Her churches serve as sanctuaries, schools, and libraries. Wizards, bards, and other practitioners of the Art honor her, while the Chosen of Mystra carry fragments of her silver fire into mortal affairs.

The avatar appears when the Weave trembles, lost magic threatens a region, or rival powers attempt to seize control of spellcraft. She may arrive as a barefoot traveler or as a figure of starlight, but nearby magic always bends toward her.

Physical Appearance

Mystra appears as a poised woman in layered cobalt and silver robes patterned with moving stars. Her dark hair drifts in currents no one else can feel.

Threads of blue-white light pass through and around her hands, joining as glyphs, circles, and brief images of spells not yet cast. When she invokes silver fire, the lines brighten until her outline disappears.

Roleplaying the Avatar

Mystra treats spellcasters as stewards, not owners, of magic. She values restraint and creative use over raw force, but answers deliberate damage to the Weave with immediate authority.

  • Name spells as they are being considered, before they are cast.
  • Ask what a magical experiment preserves as well as what it proves.
  • Correct imprecise arcane language without mockery.
  • Give reckless spellcasters one clear warning.
  • Let visible strands of the Weave tighten when patience ends.

Use in a Campaign

The Dead-Magic Scar

A widening wound in the Weave consumes spells and memories of spells. Mystra needs mortal agents who can enter without feeding it more magic.

Trial of the Art

Two archmages threaten a kingdom while disputing ownership of a lost spell. Mystra names the characters as judges and makes their ruling binding.

The Tenth Circle

A Netherese formula promises magic beyond ninth level. Mystra orders it destroyed while a desperate city argues that only the spell can save it.

Chosen No More

A former Chosen retains silver fire after betraying Mystra. The avatar asks the party to recover the power without killing its unwilling vessel.

Lairs

Mystra’s sanctums expose the Weave as visible architecture. Spells leave colored paths through the air, concentration produces audible harmony, and damaged magic appears as torn thread.

Dweomerheart

Arcane laws hang in the air as luminous script. A spell cannot be cast until its caster sees every creature it will affect.

The Star-Wreathed Citadel

Open towers drift between constellations while bridges form from the residue of spells cast nearby.

Crystalline Weavewell

A tower grown around a knot in the Weave amplifies every spell and records the name of its caster inside the crystal.

The Broken Mythal

A failed mythal repeats fragments of old protections, hazards, and memories while Mystra works at its unstable center.

Shared References

Open a reference for its canonical description and related entries.

Mystra as a dark-haired goddess in cobalt and silver star-robes, shaping brilliant arcane sigils and threads of the Weave.