Spellguard of Silverymoon

(Player's Guide to Faerûn variant, p. 75)

The Spellguard, Silverymoon's elite cadre of battle-trained arcane spellcasters, protects the city against the threat of hostile magic and aids the Knights in Silver against more mundane threats.


Alignment: Any nonevil

Skills: Concentration 8 ranks , Spellcraft 5 ranks

Feats: Combat Casting

Spells: Able to cast 4th-level arcane spells.
Special: The candidate must be accepted into the Spellguard.
Feats: Any one metamagic feat.

Hit die


Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Spellguards of Silverymoon gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

Spells per Day/Spells Known: When a new spellguard of Silverymoon level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 4th-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of spellguard of Silverymoon to the level of whatever other arcane spellcasting class granted him access to 4th-level spells, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one arcane spellcasting class that granted access to 4th-level spells before he became a spellguard of Silverymoon, he must decide to which class he adds each level of spellguard for the purpose of determining spells per day and spells known.

Obligation: The Spellguard is a military unit, not just a loose fraternity of mages. As such, each spellguard of Silverymoon must spend at least two days out of every tenday on active duty, usually either guarding the walls of Silverymoon itself or patrolling the surrounding area with a detachment of the Knights in Silver.

Token: As a member of the Spellguard, a 1st-level spellguard of Silverymoon receives an adrath token—a small metal disk that allows him to cast spells that are normally forbidden by the mythal. As long as he has this token in his possession, he may cast conjuration (summoning) spells, evocation [fire] spells, and spells with the teleportation descriptor within the wards of Silverymoon. He may also freely use magic items that produce those effects.

This token does not magically appear in the spellguard's possession; he must return to Silverymoon to receive it from his superior.

Ward Attunement: Each 1st-level spellguard of Silverymoon is inducted formally into the order through an elaborate ceremony held in the High Palace of Silverymoon. This ceremony attunes the spellguard to the mythal that surrounds Silverymoon without the 2,500 XP cost normally required. See the sidebar for information on ward attunement.

The Wards of Silverymoon

The city of Silverymoon is protected by a powerful magical effect called a mythal. This potent form of elven high magic forbids the casting of several types of spells, causes other spells to be permanently in effect, and allows the denizens of Silverymoon to use still other spells with a word. The mythal's effects cover the city itself, plus an area 1,000 yards beyond its limits in all directions (even up into the sky and down into the earth).

Spells with the death, evil, or teleportation descriptor, conjuration (summoning) spells, and evocation [fire] spells are all forbidden by the mythal of Silverymoon. Any attempt to cast such a spell fails automatically, though the spell slot is used up normally.

The following spells are continually in effect throughout the area of the mythal, much like a spell fixed to a hallow or unhallow effect: antipathy (to all evil-aligned demons, devils, dragons, drow, duergar, giants, goblinoids, mind flayers, orcs, and trolls), detect scrying (all creatures within the mythal gain the benefits of this effect), invisibility purge, negative energy protection, and protection from evil.

Finally, characters attuned to the mythal may activate any of the following spells by command word, exactly as if it were an ability of a magic item in the character's possession: air walk, bless weapon, bull's strength, cat's grace, control water, discern lies, dispel chaos, dispel evil, feather fall, lesser ironguard*, quench, remove curse, remove paralysis, shield, shocking grasp, silence, and tongues.

*See the FORGOTTEN REALMS Campaign Setting

Becoming attuned to Silverymoon's mythal requires a special ceremony that lasts a full day, plus the expenditure of 2,500 XP. Attunement also requires the aid and approval of Azuth, Mystra, or one of the leaders of the city.

More information on Silverymoon's wards can be found on page 57 of The Silver Marches.

Metamagic Feat: At 2nd level and again at 4th level, the spellguard may select any metamagic feat he does not already have as a bonus feat. He must meet any prerequisites for a feat in order to select it.

Selective Spell (Su): Spellguards are specifically trained to minimize collateral damage when casting their combat spells. Once per day per point of Intelligence bonus (minimum once per day), a spellguard o f at least 3 rd level may d esignate a s ingle type (and subtype, if desired) of creature when casting a spell. When a single creature type has multiple subtypes, the spellguard may choose to count only one of the subtypes or all of them, at his discretion. At the spellguard's option, that type of creature is either the only type affected by the spell or the only type unaffected by it. Inorganic material, objects, and anything else that does not have a creature type is affected normally. Casting a selective spell requires a fullround action.

For example, suppose a spellguard is patrolling the forest around Silverymoon with a party of Knights in Silver made up of two humans, an elf, and a dwarf. Suddenly, the group is rushed by goblins. The spellguard uses his selective spell ability to cast a fireball, designating humanoid (goblinoid) as the only creature type affected. The fireball detonates in the midst of the melee, and although the spellguard's companions are within the area of the spell, they are spared any ill effects.

At 5th level, the spellguard may designate multiple creature types and subtypes for a s elective spell. Each type o r subtype so designated, however, uses up one additional use per day of his selective spell ability.

Spellguard (Su): The Spellguard was originally formed to protect High Lady Alustriel from personal attacks. Though that purpose has largely become secondary to defending the city, spellguards still receive some training in serving as bodyguards. At 4th level, the spellguard of Silverymoon may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points).

Spell Power (Ex): At 5th level, the spellguard's effective caster level increases by 1 for the purpose of determining level-dependent variables and making caster level checks.


A spellguard of Silverymoon who is derelict in his duty, betrays Silverymoon or the Silver Marches, or otherwise acts in a manner inappropriate for a military officer of his stature is cast out of the Spellguard. His ward token is deactivated, and his attunement to the mythal is nullified. He retains all the other class abilities of a spellguard of Silverymoon, but he can no longer advance in the prestige class. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player's Handbook).

A character may at any time choose to retire from the Spellguard. A retiree is expected to hand in his adrath token, but he retains all other class abilities except h is obligation to serve. A retired spellguard may no longer gain levels in this prestige class. Under exceptional circumstances, however, a retired spellguard may reenlist and regain the ability to advance as a spellguard of Silverymoon.


Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Obligation, token, ward attunement +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Metamagic feat +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Selective spell +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Metamagic feat, spellguard +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Selective spell (multiple types), spell power +1 level of existing arcane spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Decipher Script INT yes no
Knowledge Int yes no
Profession WIS yes no
Spellcraft INT yes no
Spot WIS no no

Spells for Spellguard of Silverymoon

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