Swordmage

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(3rd Level Incantations)
(6th Level Incantations)
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This Incantation can only be activated on the same round as an Incantation with the [Teleport] descriptor, and only after at least one enemy has been successfully struck by one of those Incantations. All foes previously struck by an Incantation with the [Teleport] descriptor in this round takes Sneak Attack damage as if by a Rogue of the Swordmage's Caster Level. Whether or not they are flat-footed for this Incantation, or were flat-footed for the Incantations with the [Teleport] descriptor, has no bearing on whether or not they take this damage, though normal resistances or immunities to Sneak Attack damage do apply. No target can receive this damage more than once per round.
This Incantation can only be activated on the same round as an Incantation with the [Teleport] descriptor, and only after at least one enemy has been successfully struck by one of those Incantations. All foes previously struck by an Incantation with the [Teleport] descriptor in this round takes Sneak Attack damage as if by a Rogue of the Swordmage's Caster Level. Whether or not they are flat-footed for this Incantation, or were flat-footed for the Incantations with the [Teleport] descriptor, has no bearing on whether or not they take this damage, though normal resistances or immunities to Sneak Attack damage do apply. No target can receive this damage more than once per round.
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'''Blaze'''<br/>
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Evocation [Art] [Fire]
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* '''Level:''' Swordmage 6
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Melee attack
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* '''Area:''' 30ft Cone
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* '''Saving Throw:''' Reflex Half
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''Knuckles wreathed in roiling fire, the Swordmage struck his foe with a clenched fist. As he did, the flames leapt from his hand, scorching his target and the area beyond.''
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The Swordmage makes a single melee attack with a ''+3 Fiery Burst Spiked Gauntlet''. If he hits, all targets in the area take 1d6 fire damage per two Swordmage levels, to a maximum of 10d6 at 20th level. A successful reflex save halves the fire damage. On a failed save, targets are instead lit on fire and take 1 Fire damage per round until they spend a full-round action to make a Reflex save against this Incantation's normal Save DC, though if they have already tried and failed to put out the fire, they automatically succeed on the second attempt.
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If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, all enemies who fail the Reflex Save take 2d6 Fire damage per round instead of just 1, while those who succeed on the save but still take damage take the 1 Fire damage.
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'''Brilliance'''<br/>
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Evocation (Light, Good)
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* '''Level:''' Swordmage 6
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Personal
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* '''Area:''' 20ft Burst
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* '''Duration:''' Instantaneous and 1 round/4 levels
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* '''Saving Throw:''' Reflex half and Will negates (see text)
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''Grasping a sword of platinum and gold in both hands, the Swordmage drives it point first into the earth. An intense blast of light bursts forth from the diamond pommel, searing the very souls of everyone but the Swordmage.''
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All creatures in the area take 1d6 points of Divine damage per two levels, to a maximum of 10d6 damage at 20th. In addition, all non-good creatures in the area are Blinded for the duration of the Incantation. A successful Reflex save halves the damage, while a successful Will save negates the blinding.
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Activating this Incantation automatically dispels any Darkness effects of 5th level or lower in the area.
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If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, his allies do not take the Divine damage from this Incantation, instead receiving the effect of a ''Cure Moderate Wounds'' spell, with a Caster Level equal to the Swordmage's Caster Level.
'''Dance of Blades'''<br/>
'''Dance of Blades'''<br/>
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Dance of blades animates four weapons instead of two, and they need not be weapons in the Swordmage's possession, though he can animate those instead if he chooses to. Should he elect to animate weapons other than those he possesses, dance of blades creates one each of the following longswords: ''+2 Keen Icy Burst Longsword'', ''+2 Keen Fiery Burst Longsword'', ''+2 Keen Shocking Burst Longsword'', and ''+2 Keen Acidic Burst Longsword''. These weapons dissipate at the end of the Incantation's duration, and cannot be wielded by the Swordmage except by means of ''Dance of Blades'', though the attacks of each weapon are treated as if he did wield them.
Dance of blades animates four weapons instead of two, and they need not be weapons in the Swordmage's possession, though he can animate those instead if he chooses to. Should he elect to animate weapons other than those he possesses, dance of blades creates one each of the following longswords: ''+2 Keen Icy Burst Longsword'', ''+2 Keen Fiery Burst Longsword'', ''+2 Keen Shocking Burst Longsword'', and ''+2 Keen Acidic Burst Longsword''. These weapons dissipate at the end of the Incantation's duration, and cannot be wielded by the Swordmage except by means of ''Dance of Blades'', though the attacks of each weapon are treated as if he did wield them.
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'''Ice'''<br/>
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Evocation [Art] [Cold]
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* '''Level:''' Swordmage 6
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Personal
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* '''Area:''' Cylinder 30ft wide, 60ft tall, with a 5ft clear in the center
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* '''Duration:''' Instantaneous and 1 round
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* '''Saving Throw:''' Fortitude Half and Reflex Half (see text)
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''Swinging the flail of blue glass above his head, the Swordmage suddenly brings it down before him. As it shatters, a vicious, cold wind springs to life around him, carrying with it shards of ice.''
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All creatures caught in the area of effect take 1d8 Cold damage per two levels, to a maximum of 10d8 Cold damage at 20th level, 2d8 Bludgeoning damage plus 1d8 Bludgeoning damage per odd level, to a maximum of 10d8 Bludgeoning damage at 19th level. A successful Fortitude save halves the Cold damage, while a successful Reflex save halves the Bludgeoning damage.
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In addition, all surfaces within the area of effect become slick with a thin coating of frost. This effect is functions as a ''Grease'' spell with a duration of 1 round.
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If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the frost on the ground persists for a number of rounds equal to half the Swordmage's charisma modifier. He is unaffected by the frost.
'''Kinslayer'''<br/>
'''Kinslayer'''<br/>
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In addition, the mist created by this Incantation functions as a combination of the Spells ''Obscuring Mist'', ''Silence'', and ''Deeper Darkness''.
In addition, the mist created by this Incantation functions as a combination of the Spells ''Obscuring Mist'', ''Silence'', and ''Deeper Darkness''.
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If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the area of effect increases by 10 feet and the Swordmage is unaffected by the mist.
'''Return to Dust'''<br/>
'''Return to Dust'''<br/>
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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.
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.
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'''Stun'''<br/>
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Evocation (Electricity)
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* '''Level:''' Swordmage 6
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* '''Casting Time:''' 1 attack action
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* '''Range:''' Melee attack and Personal
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* '''Area:''' 20ft-radius Spherical Emanation
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* '''Duration:''' Instantaneous and 1 round (see text)
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* '''Saving Throw:''' Reflex Half and Fortitude Negates (see text)
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''The Swordmage swings one end of the copper-tipped quarterstaff into his foe's stomach, then plants the other firmly into the ground. A sudden burst of energy erupts from the staff, leaving everyone but the Swordmage staring straight ahead in a daze.''
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The Swordmage makes a single melee attack with a ''+3 Shocking Burst Collision Quarterstaff''. Regardless of whether he hits or misses, all creatures in the area of effect except the Swordmage take 1d8 points of Electricity damage per two levels, to a maximum of 10d8 at 20th level, and are stunned for one round. A successful Reflex save halves the electric damage, while a successful Fortitude save negates the stunning.
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If the Swordmage has activated at least two other swordmage art Incantations in this round, the area of effect increases by 10 feet.
'''Zero-Sum Interrupt'''<br/>
'''Zero-Sum Interrupt'''<br/>

Revision as of 06:04, 26 May 2010

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