Spellguard Wizard

"If we measure up to the heroes who’ve gone before us, no one in Silverymoon has to know the mythal is gone."

Prerequisite: Wizard

Silverymoon’s mythal was nearly the equal of that which protected Myth Drannor. Unlike Myth Drannor’s magical shield, Silverymoon’s mythal weakened and eventually fell during the Spellplague. The city’s survival and continued prosperity owes much to the efforts of the Spellguard, Silverymoon’s coalition of arcane protectors.
    The Spellguard guards Silverymoon vigilantly, hunting threats to the city, defying death, and intercepting mortal foes before they reach the heart of Luruar. Considerable latitude exists for adventurous members of the Spellguard to operate beyond the city limits, so long as they comport themselves as effective representatives of Silverymoon.
    All arcane heroes are welcome in the Spellguard’s ranks. Warlocks, swordmages, and others serve with distinction, but as a wizard your arcane power is the heart and soul of the organization. Just as in the days of Mystra, the wizards of today serve as offensive weapons in defense of their beloved city. The shield might be broken, but it is not forgotten, and the vestiges of its power are yours to command against the enemies of Silverymoon.


    Spellguard Action (11th level): When you spend an action point to take an extra action, you can add your Dexterity modifier to the damage dealt by any close burst power you use during that extra action.
    You also gain a +2 bonus to AC against melee attacks until the start of your next turn.
    Spellguard Training (11th level): When you use an area burst power, you can opt to instead turn it into a close blast. The radius of the blast is the same as that of the burst.
    When you transform a power in this manner, you gain a +1 bonus to attack rolls with that power.
    Spellguard Combat Toughness (16th level): You gain two additional healing surges per day.

Spellguard Wizard Attack 11Spellguard Force Lash

Harnessing the shards of the mythal about you, you hurl them like razors against your foe and knock your enemy off its feet.

Encounter        Arcane, Force, Implement
Immediate Interrupt      Ranged 10

Trigger: A creature moves into any square within range

Target: Triggering creature

Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier force damage, and the target is knocked prone.

Spellguard Wizard Utility 12Mythal Splinter

Your command of mythal energy allows you to twist reality and magic alike.

Daily        Arcane, Zone
Minor Action      Close burst 5

Effect: You create a zone that lasts until the end of your next turn. No enemy in the zone can use a power that has the healing or teleportation keywords.

Sustain Minor: The zone persists.

Spellguard Wizard Attack 20Mythal Spark

The raw power of the mythal resonates through you, creating a wave of silver light that tears into foes and quells their powers.

Daily        Arcane, Force, Implement
Standard Action      Area burst 5 within 20 squares

Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: 3d10 force damage.

Effect: Until the end of your next turn, targets cannot use powers that have the healing or teleportation keyword.

Published in Forgotten Realms Player's Guide, page(s) 63.