Abridged History of the 10th Age
In VII.673 the royal family of Silversong was destroyed by Ashblade assassination. This prompted the Green Wizards to take control of the kingdom, stretching their tendrils of power throughout the land. While there were other small cabals of mages before this date, it was really the consolidation of power that caused the Green Wizards to grow into a full fledged school.
In response to this newly politicized organization many of the wizards of the Idabrinora household banded together and formed a balancing concern: the Silver Wizards, dedicated to staying out of royal politics and the pure study of magic. They saw themselves as the countervailing force, an untainted devotion that had not become soiled by the impure desires of rulership. Vowing never to hold lands and to eschew political ties completely, the Silver Wizards became an order devoted to the sharing of magical knowledge and the exchange of lore.
While this original a-political bent has faded somewhat, the Silver Wizards maintain a healthy hatred of the Green Wizards (mostly because of their involvement in keeping the kingdom balanced and stable, which they believe is a job for nobles, not wizards).
Tyrma and the Fonts of Power
Shortly after the founding of Tyrma and the establishment of the rival sorcerers circles there, the city was chosen by the Green Wizards, the Lorekeepers, and the grudging admission of the Cloudsea Sorcerers and Silver Wizards, to be the site of a magical experiment that would serve the entire kingdom.
Four elemental gates were opened, one in the care of each of these sorcerous cabals. As the Silver Wizards were granted the Font of Air (a gateway they guard jealously), it has affected the spells developed by their masters. Indeed, the Silver Manse, while physically the least impressive of the Silver Wizard’s holdings, serves as its head because of its proximity to the king as well as the presence of the Font within its grounds.
Practices and General Rules
- All Silver Mages of any rank who own a library must share that library with all other Silver Mages; the same goes for labs, though lab expenses and restocking are paid by the guest
- Publicly available Silver Libraries and labs are paid for by all Silver Magi; one exists in Tyrma (at the Silver Manse), one in Arvorienna (at the House of Silence), and one in Lautenon (the High Library). Donations to these libraries are, of course, de rigeur.
- Silver Magi are expected to assist other Silver Magi in times of need, as well as to assist the Silver Council if they are asked. Due compensation for expenses may be made.
- Silver Wizards are expected to conduct themselves with the utmost dignity and not to sully the name of the Order.
- No Silver Wizard may teach magic to a wizard outside the order unless they are taken on as a formal apprentice. Wizards within the order may be taught spells at any fee the teacher desires.
- Any Silver Wizard who attains the rank of Master must train at least one apprentice in his lifetime.
Ranks of Silver Wizardry
As Silver Wizards are a semi-hierarchical organization, different ranks are achieved by various means. The lower ladder is a simple test of magical ability, while everything from the Undermaster forward is dependent on social circumstance much less so than ability.
Wizards trained by Silver Sorcerers are set free when their apprenticeship is over and are not eligible to join the order until they have returned from some questing of their own. This is a common feature of elvish circles, as the long-lived magicians must suss out their charges and give them the freedom to refuse a life raised in the order as the elvish temperament demands.
Each of the ranks is identified by a particular set of robes, all of them enchanted, which are given to the inductee upon achievement.
This rank is reserved for those who are servants of the Silver Wizards. They are not in training to become magi themselves, they are simply the folk who take care of the libraries and manors.
Lower Magician (level 3)
The Lower Magicians are granted their first set of silver robes, which are actually mostly blue and black with silver accents. A cloak forms part of this ensemble, and the Lower Magician can easily be singled out for the great predominance of black in his garb. The Robes of the Lower Magician have a +1 AC bonus and also provide a +2 bonus on all saves made against electrical damage (or grant a save where none usually applies).
Magician Proven (level 5)
Robes of a Magician Proven are blue and silver, with blue predominating. The accompanying cloak is jet black with a long silver panel running down its center.
The Robes of the Magician Proven grant a +1 bonus to AC and provide a +1 bonus to all saving throws (or grant saves where none apply).
Thaumaturgist (level 7)
Robes of the Thaumaturgist are mostly cloth-of-silver, with accents of red and black. The cloak of a Thaumaturgist is brilliant scarlet.
High Magician (level 9)
Robes of the High Magician are cloth-of-silver and azure blue, with an azure blue cloak and accents of red and black.
At Undermaster rank and beyond the wizard may wear whatever robes he desires. However, all those who achieve Undermaster rank are given a Ring of the Undermaster, which is a simple silver ring made to look like a serpent of wisdom curled around the wearer’s finger.
The mark of a Silver Master is a silver pendent in the shape of a swan complete with fire opal eyes and a gem of any color (as long as it is valuable) set in its chest.
Upon reaching the rank of Master, it is expected that a Silver Wizard will take on at least one apprentice to train.
The High Masters
There have been as few as three and as many as eight High Masters throughout the history of the order. These Masters sit on the Silver Council and, when the order must act for any reason, are its head. They are chosen by the previous High Masters and only elevated by 2/3rds acclaim.
The current High Masters are:
Tholindinar the Wise
Haromendinar the Sightless
Calomer the Balancer
Thirolendas the Kindly
Rare spells known by the Silver Wizards: Absorption (WSC1), (Andrui’s) Baneful Backfire (WSC1), Augmentation I & II (ToM), Counterspell Immunity (WSC1), Double Dweomer (WSC1), Duplicate (WSC1), Estate Transference (ToM), Everpresent Record (WSC2), Forceweave (WSC2), Glorious Transmutation (ToM), Improved Blink (PO:SM), Intensify Summoning (ToM), Lance of Disruption (PO:SM), Lapis Bonds (WSC2), Lightning Curtain (WSC2), Lightning Shield (WSC2), Moon Rune (WSC3), Mooncloak (WSC3), Moonglow (WSC3), Moonglow Symbol (WSC3), Net of Stars (WSC3), (Otiluke’s) Dispelling Screen (WoG), Persistance (WSC3), Pilfer Dweomer (WSC3), Power Word: Liquify (WSC3), Protection from Electricity (WSC3), Protection from Elementals 10’ radius (WSC3), Reverse Teleport (WoG)
|Range: None||Components: V,S,M|
|Duration: 1 rnd/level||Casting Time: 2|
|Area of Effect: Self||Saving Throw: NA|
While this spell is superficially very similar to the shield spell, it is in fact a whole separate class of magic. Unlike the shield spell, the silver shield shines when magical missiles of any type are heading towards the target.
This spell completely reflects 2d4+1/level levels of magic missile spells, acid arrows, or fire arrows targeted at the wizard. When the spell comes into contact with the abjuring field, the spell is reversed on itself and tracks back to the wizard who cast it. If the spell had an attack roll, the defending wizard must roll it again as though he was the originator of the spell.
The material component for this spell is a silver wand worth at least 100gp.
Ray of Air (invented by Nauraanen Iekaarme)
|Range: 0||Components: V, S, M|
|Duration: 1 rd + 1 rd / 2 lvls||Casting Time: 3|
|Area of Effect: Ray 2’ by 30 yds + 10 yds/lvl||Saving Throw: Special|
This spell causes a narrow column of hyper-concentrated elemental air to spring forth from the caster’s outstretched hand, fingertip, staff, or wand. Though it takes several seconds to focus its pressure (and thus cannot be swung willy nilly) once focused it is nearly a solid thing, a beam of such high intensity that it may knock the target off its feet (or if already knocked over, pin them to their place on the earth).
The “ray” or column is a cylinder 2’ in diameter and anywhere between 1 yard and 30 yards + 10 yards / level of the wizard long.
Though the ray cannot move around objects, it may punch through them if it deals enough damage to them. Solid objects block the progress of the ray, taking 1d6 points of damage plus 1d6 points of damage for every two levels of the caster.
Small creatures are knocked over by the ray without benefit of a save; medium creatures may save vs. paralyzation (at half their normal save). If the beam strikes a flying creature, it too may save vs. paralyzation (though normally). Large creatures make this save with a +2 bonus, and anything bigger than that is too large to be affected.
If a flying creature is struck and succeeds at its save, it is forced to land but may do so without harm. If it fails, it plummets to the earth (sustaining any related damage).
The column may be refocused and moved, though if it is moved enough to change targets it does not take affect until the end of the round.
It also has a 7% chance per caster level (maximum 70%) to cause blowback on breath weapons as well as vapors, forcing such effects to blast back over their caster rather than move forward. Additionally, any spellcasters caught within the ray but not completely immobilized are unable to use magic as long as the ray is upon them, as it is physically buffeting their body with blows.
The material component is a thin piece of hollow reed.
Silver Proof Against Fire
|Range: Touch||Components: V,S|
|Duration: 1 month||Casting Time: 15 minutes|
|Area of Effect: One book||Saving Throw: NA|
This spell only works on a specially prepared spellbook with silver hasps, binding, and silvered ink. This doubles the value of the spellbook. However, for the full duration of Proof Against Fire, the book cannot be burned or heated in any way. It remains safe even in all but the strongest magical fire and gains a +2 bonus to saving throws of other types of damage.
|Range: 60 yards||Components: V,S,M|
|Duration: Variable||Casting Time: 5|
|Area of Effect: One creature||Saving Throw: Negates|
The power in a magebind spell is such that if it strikes someone who is not a mage, it is ineffective. Any wizard it strikes, however, must fear for their very lives! The spell unravels the highest level spell the mage has memorized (at random from amongst that spell level) and transforms its power into a prison. Gossamer strands tie the mage to the earth, bind his legs, and stifle his mouth.
The target is a allowed a saving throw against this spell, which is modified by half the level of the spell being used to bind him; eg, if it is a level 7 spell, his saving throw is reduced by 3. Failure means the wizard is held and cannot act and even when he does, that spell has been stripped from him. Success means the spell is not unraveled and there are no ill effects.
The material component of magebind is a slender golden chain pierced with gemstomes worth no less than 1,000 gp total which dissolves upon casting.
Tholindinar’s Wall of Force
|Range: 10 yards/3 levels||Components: V,S, special|
|Duration: 6 hours + 1/level||Casting Time: 4|
|Area of Effect: 40-ft. wall||Saving Throw: None|
This spell calls into being a crackling, spitting wall of blue force. The wall turns aside all magic and weapons, detonating fireballs, reflecting lightning bolts, etc. Nothing on the far side can be harmed unless the area of affect is large enough to spill over and around the force wall. Creatures with magic resistance may attempt to pass through the force wall in the same way that they may a forcecage.
The wall springs into being like any other wall spell; it will naturally anchor itself and block off passages, etc. However, it can never be summoned horizontally and will never fall over.
An amount of powdered diamond no less than 200gp must be expended during the memorization of this spell, wherein the mage must sketch out the 40-ft section of the force wall.
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