Swordmage

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(Charged Arcana)
(Incantations)
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Until the beginning of his next turn, the Swordmage follows every single attack with an Incantation against a target within range with a melee attack by a ''+1 Thundering Kukri'' in his off-hand, but all attacks take a -2 penalty to attack rolls.
Until the beginning of his next turn, the Swordmage follows every single attack with an Incantation against a target within range with a melee attack by a ''+1 Thundering Kukri'' in his off-hand, but all attacks take a -2 penalty to attack rolls.
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===== Hammer of Return =====
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Abjuration
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* '''Level:''' Swordmage 4
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Melee or Ranged Attack
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* '''Duration:''' Instantaneous
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* '''Saving Throw:''' Will special (see text)
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* '''Spell Resistance:''' Yes
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''The swordmage hurls a hammer of azure light at a an extra-planar foe. There is a sudden flash as the hammer hits, and when it clears his target is gone.''
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A ''+1 Seeking Throwing Light Hammer'' appears in the Swordmage's hands and can be thrown or used in a melee attack. If the hammer strikes an enemy from another plane they must save or be returned to their home plane as per ''Banishment''. Also, if the target has HD equal or less than the swordmage's level, spell resistance does not apply and they make their save with a penalty of half the Swordmage's Charisma modifier.
===== Mighty Cleaving Axe =====
===== Mighty Cleaving Axe =====
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Identical to the Spell except as noted above and that it also adds the Swordmage's Charisma bonus to its damage rolls, and its enhancement bonus is set by Weaponized Arcana (minimum of +3).
Identical to the Spell except as noted above and that it also adds the Swordmage's Charisma bonus to its damage rolls, and its enhancement bonus is set by Weaponized Arcana (minimum of +3).
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===== Return to Dust =====
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Transmutation
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* '''Level:''' Swordmage 6
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Ranged Attack
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* '''Saving Throw:''' Fortitude partial
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* '''Spell Resistance:''' Yes
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''The swordmage casts a net formed of pulsing green energy to entangle his foe. As it wraps around them, the net erupts into an emerald fire that burns out to leave nothing but dust.''
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The Swordmage makes a ranged touch attack against any enemy within 10 feet. If it succeeds, the target becomes entangled and at the end of the round takes 2d6 damage per level (max 40d6). If this damage would reduce the target to 0 hitpoints or less, they are completely disintegrated, leaving only a thin layer of dust. On a successful fort save, the enemy takes 5d6 points of damage but if reduced to 0 hitpoints or less by that damage are still completely disintegrated. The target's equipment is unaffected.
===== Zero-Sum Interrupt =====
===== Zero-Sum Interrupt =====
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Swordmage makes a single melee attack with a Large ''+2 Axiomatic Holy Flaming Greatsword''. Against a foe with the [Chaotic] and/or [Evil] sub-type, or with a Chaotic Evil alignment, the fire damage from the ''Flaming'' special ability becomes sacred damage instead. Against Chaotic Evil Outsiders, it is affected as if with the ''Dismissal'' spell, no save. Furthermore, the Swordmage makes a Turn Undead attempt as a Cleric of a level equal to his Caster Level.
Swordmage makes a single melee attack with a Large ''+2 Axiomatic Holy Flaming Greatsword''. Against a foe with the [Chaotic] and/or [Evil] sub-type, or with a Chaotic Evil alignment, the fire damage from the ''Flaming'' special ability becomes sacred damage instead. Against Chaotic Evil Outsiders, it is affected as if with the ''Dismissal'' spell, no save. Furthermore, the Swordmage makes a Turn Undead attempt as a Cleric of a level equal to his Caster Level.
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===== Graviton Hammer =====
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Transmutation
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* '''Level:''' Swordmage 7
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Melee Attack
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* '''Area:''' Targeted Opponent ''or'' Up to one 10-ft. cube per two levels
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* '''Duration:''' 1 round/level
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* '''Saving Throw:''' None, see text
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''The swordmage swings his arms upward, as if clutching a heavy weapon, and when he swings towards the ground, a burst of lightning sends his foes hurdling towards the heavens!''
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The Swordmage makes an attack with a ''+3 Shocking Burst Warhammer'', and the target of the attack suffers the effects of the ;;Reverse Gravity'' spell. The Swordmage can also choose to slam the hammer into the ground instead, affecting the area around the Swordmage.
===== Subtle Knife =====
===== Subtle Knife =====
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* '''Casting Time:''' 1 standard action
* '''Casting Time:''' 1 standard action
* '''Range:''' Melee Attack
* '''Range:''' Melee Attack
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* '''Duration:''' 1 day/level
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* '''Duration:''' 1 round/level
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* '''Saving Throw:''' Will partial
''The Swordmage makes a sweeping action, as if chopping something near his foe, but his hand is empty. None who witness it can tell, but his foe can - he no longer can call upon the power he once wielded.''
''The Swordmage makes a sweeping action, as if chopping something near his foe, but his hand is empty. None who witness it can tell, but his foe can - he no longer can call upon the power he once wielded.''
This Incantation produces a blockade between the target and his power. Mages cannot reach the flows of Arcana that their spells manipulate, priests cannot reach their deities, psionicists cannot bring their power to bear on the world around them, binders cannot reach vestiges and shadowcasters cannot reach the Plane of Shadow. In short, the target loses any ability that they would lose in an Antimagic Field or Null Psionics Field, for the duration. Extraordinary abilities are not affected.
This Incantation produces a blockade between the target and his power. Mages cannot reach the flows of Arcana that their spells manipulate, priests cannot reach their deities, psionicists cannot bring their power to bear on the world around them, binders cannot reach vestiges and shadowcasters cannot reach the Plane of Shadow. In short, the target loses any ability that they would lose in an Antimagic Field or Null Psionics Field, for the duration. Extraordinary abilities are not affected.
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On a successful saving throw, the target retains its abilities, but takes a -6 penalty to their effective level when determining the effects of their supernatural abilities (e.g., caster level, manifester level, binder level, etc.) This may prevent access to higher-level spells, powers, mysteries and abilities until the duration expires. Additionally the cast time of any, spells, powers, mysteries and abilities activated by the target is increased by one step (i.e., a swift action becomes a standard action, a standard action becomes a full-round action, and so on.)
===== Pankratosword =====
===== Pankratosword =====
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* '''Level:''' Swordmage 9
* '''Level:''' Swordmage 9
* '''Casting Time:''' 1 full-round action
* '''Casting Time:''' 1 full-round action
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* '''Range:''' Personal
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* '''Range:''' 100 ft.
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* '''Area:''' 60 ft./level Cone Burst and 240 ft./level Cone Spread
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* '''Area:''' Cone-shaped burst
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* '''Duration:''' 1 year/level
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* '''Duration:''' See text
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* '''Saving Throw:''' None and Fort Partial
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* '''Saving Throw:''' Fortitude partial
''And the Swordmage shifted his stance, and there was a gently curved, single-edge sword in his hands, wickedly sharp. As he maneuvered again, those who recognized the maneuver blanched in fear, and with his stroke he cut the uncuttable, his fearsome sword edged to an infinitesimal point, dividing that which could not be. The results are only ruins.''
''And the Swordmage shifted his stance, and there was a gently curved, single-edge sword in his hands, wickedly sharp. As he maneuvered again, those who recognized the maneuver blanched in fear, and with his stroke he cut the uncuttable, his fearsome sword edged to an infinitesimal point, dividing that which could not be. The results are only ruins.''
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Deals 60d6 untyped damage to all creatures and objects in the smaller area. Destroyed objects do not block the blast. Those in the greater area take a 3d6 Constitution penalty, though Fortitude save converts this to Constitution damage. Finally, the land itself in the greater area is damaged, such that plants will not grow in the area for 1 year per Caster Level.
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If the attack is not performed immediately, the Swordmage can hold this stance indefinitely but cannot move or take any actions other than speech. Completing the attack is an immediate action, and if the stance is dropped without completion, the Incantation is still expended.
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Anyone who can cast arcane spells, incantations, or invocations, or initiate martial maneuvers, automatically recognizes the Swordmage's stance for what it is. Those who cannot do any of these things may still recognize it with a DC 15 Knowledge (Arcana), Knowledge (History), or Martial Lore check. Moreover, the destructive power of this Incantation is sure to gain the immediate attention of deities with the appropriate portfolios (nature deities, in particular, would condemn anyone even considering the Incantation).
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With one incredible swing, you devastate the area ahead of you, dealing 100 fire damage in a 100-ft. cone and stunning all targets in the area for 1 round. These flames, derived from the tearing of the very fabric of reality, sear through any resistances to normal fire and ignore object hardness. A successful Fortitude save halves the damage and negates the stun effect. After executing this attack, the Swordmage is fatigued for the rest of the encounter from exertion.
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The Swordmage can hold this stance indefinitely, as a threat. Finishing the Incantation after holding it requires only an immediate action, but the Swordmage cannot take any non-free actions without breaking the stance. The direction in which the blast will go is evident from the way the stance is being held, and cannot be changed. If the stance is dropped without completion, the Incantation is still expended.
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Intelligent observers can sense the incredible danger of the Swordmage's stance, and may recognize its source with a DC 15 Knowledge (Arcana), Knowledge (History), or Martial Lore check. Using this attack is incredibly reckless, and is likely to draw the attention of the appropriate deities.
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Though not inherently [Evil], as it does not rely on the powers of the Hells or the Abyss to function, the use of this Incantation is almost always an Evil action due to the collateral damage. Indeed, the only place it is likely to not be Evil is when it is used on a strongly Evil-aligned plane.
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===== Prismatic Shield =====
===== Prismatic Shield =====
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In addition, as an attack action (either as part of the original casting of the Incantation or as a second attack action taken later), the Swordmage may perform a bash with the shield as a touch attack. This attack does not deal physical damage, but if it hits, the target is treated as if they had voluntarily walked through a ''Prismatic Wall'', but the shield disappears and the Incantation is discharged following this attack.
In addition, as an attack action (either as part of the original casting of the Incantation or as a second attack action taken later), the Swordmage may perform a bash with the shield as a touch attack. This attack does not deal physical damage, but if it hits, the target is treated as if they had voluntarily walked through a ''Prismatic Wall'', but the shield disappears and the Incantation is discharged following this attack.
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===== Starfury =====
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Evocation
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* '''Level:''' Swordmage 9
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Long (400 foot + 40 foot/level)
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* '''Duration:''' Instantaneous
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* '''Area:''' See text
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* '''Save:''' Reflex half
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* '''Spell Resistance:''' Yes
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''The swordmage raises his hands above his head and four blazing shruikens shoot from his clasped hands, exploding into a hail of shards to decimate his foes.''
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The swordmage launches four ''+5 Shurikens'' from his hands that deal damage as if they were composed of divine energy. On impact, each projectile explodes into a hail of shards (1/level, maximum 20) that target any enemy within 40 feet of the target of the initial shuriken. Each shard does 1d6 divine damage and the target can make a Reflex save to halve the total damage.
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===== Threadstring Bow =====
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Evocation
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* '''Level:''' Swordmage 9
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* '''Casting Time:''' 1 standard action
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* '''Range:''' Medium (100 foot + 10 foot/level)
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* '''Saving Throw:''' Fortitude partial
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* '''Spell Resistance:''' No
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''Calling upon the power of the Weave itself, the swordmage forms a bow from the part of his soul that allows him to touch the arcane. Drawing the string back, he unleashes an arrow of magical energy that unerringly strikes any foe, tearing through armor and ripping them asunder.''
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The Swordmage makes an attack using a ''+2 Unerring Accuracy Ghost Touch Bane Composite Longbow'' where the composite bonus is equal to the Swordmage's Charisma modifier and the Bane effect is directed at the target's creature type. On a hit, the arrow automatically creates a critical threat and does 2d10 magical damage per level (to a max of 40d10). This power is drawn from the very core of the Weave and as such overwhelms all damage reduction except Epic. A successful fortitude save reduces the magical damage to 2d8 per level.
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After preforming this incantation, the Swordmage gains a negative level. This negative level lasts for 2 hours per level.
== Image Credits ==
== Image Credits ==

Revision as of 19:31, 6 May 2010

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