Swordmage

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(Metacantation)
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If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, he receives the effect of a ''Panacea'' Spell upon completing this Incantation.
If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, he receives the effect of a ''Panacea'' Spell upon completing this Incantation.
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'''Sherwood Bow'''<br/>
 
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Conjuration (Creation)
 
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* '''Level:''' Swordmage 3
 
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* '''Casting Time:''' 1 attack action
 
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* '''Range:''' Ranged Attack
 
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''The Swordmage's bow, despite materializing from thin air, seems quite solid, reliable, accurate. A woodsman's bow, to be sure.''
 
-
 
-
This Incantation makes a pair of ranged attacks with a ''+1 Animal-Bane Greatbow'' in a single attack action.
 
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'''Shock'''<br/>
 
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Evocation [Art] [Electricity]
 
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* '''Level:''' Swordmage 3
 
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* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee attack
 
-
* '''Duration:''' Instantaneous and 1 round (see text)
 
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* '''Saving Throw:''' Reflex Half and Fortitude Negates (see text)
 
-
''The Swordmage runs a fingernail along the blade of the dagger, and a line of crackling energy follows. With the speed of thought, he whips it toward his target, who convulses helplessly.''
 
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The Swordmage makes a single ranged attack with a ''+1 Shocking Burst Dagger''. He is treated as if he had the Far Shot and Precise Shot feats for the purpose of this attack. If he hits, his target takes 1d6 points of Electric damage per two Swordmage levels, to a maximum of 5d6 at 10th. In addition, the target has a 50% chance of doing nothing on their next turn. A successful Reflex save halves the electric damage, while a successful Fortitude save negates the possibility of action loss.
 
-
 
-
If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the save DC of this Incantation increases by 2, and the target who fails their Reflex save also takes an additional 1d6 points of Electric damage per two caster levels, to a maximum of 5d6 at 10th, at the start of the Swordmage's next turn, in addition to the normal effects.
 
'''Quickblade'''<br/>
'''Quickblade'''<br/>
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Except as noted above, this Incantation identical to the ''Fly'' Spell.
Except as noted above, this Incantation identical to the ''Fly'' Spell.
 +
 +
'''Sherwood Bow'''<br/>
 +
Conjuration (Creation)
 +
* '''Level:''' Swordmage 3
 +
* '''Casting Time:''' 1 attack action
 +
* '''Range:''' Ranged Attack
 +
''The Swordmage's bow, despite materializing from thin air, seems quite solid, reliable, accurate. A woodsman's bow, to be sure.''
 +
 +
This Incantation makes a pair of ranged attacks with a ''+1 Animal-Bane Greatbow'' in a single attack action.
 +
 +
'''Shock'''<br/>
 +
Evocation [Art] [Electricity]
 +
* '''Level:''' Swordmage 3
 +
* '''Casting Time:''' 1 attack action
 +
* '''Range:''' Melee attack
 +
* '''Duration:''' Instantaneous and 1 round (see text)
 +
* '''Saving Throw:''' Reflex Half and Fortitude Negates (see text)
 +
''The Swordmage runs a fingernail along the blade of the dagger, and a line of crackling energy follows. With the speed of thought, he whips it toward his target, who convulses helplessly.''
 +
 +
The Swordmage makes a single ranged attack with a ''+1 Shocking Burst Dagger''. He is treated as if he had the Far Shot and Precise Shot feats for the purpose of this attack. If he hits, his target takes 1d6 points of Electric damage per two Swordmage levels, to a maximum of 5d6 at 10th. In addition, the target has a 50% chance of doing nothing on their next turn. A successful Reflex save halves the electric damage, while a successful Fortitude save negates the possibility of action loss.
 +
 +
If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the save DC of this Incantation increases by 2, and the target who fails their Reflex save also takes an additional 1d6 points of Electric damage per two caster levels, to a maximum of 5d6 at 10th, at the start of the Swordmage's next turn, in addition to the normal effects.
'''Silence Glaive'''<br/>
'''Silence Glaive'''<br/>
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''From pure energy, the Swordmage fashioned an ornate glaive, and bought it down upon the ground with a loud crash of noise - and then silence. I spoke, but none heard. And the mute girl smiled.''
''From pure energy, the Swordmage fashioned an ornate glaive, and bought it down upon the ground with a loud crash of noise - and then silence. I spoke, but none heard. And the mute girl smiled.''
-
The user attacks with a ''+1 Soulbreaker Glaive''. If it hits, it deals an additional 1d8 sonic damage and the target is affected as per the ''Silence'' spell. Using the Incantation in this manner does not offer a Saving Throw against the effect.
+
The user attacks with a ''+1 Soulbreaker Glaive''. If it hits, it deals an additional 1d8 sonic damage and the target is affected as per the ''Silence'' spell (Will negates).
-
Alternatively, this Incantation may be used exactly as the ''Silence''' spell except as noted above (it is this use that affects an area around the Swordmage and allows a Saving Throw), by thrusting the point of the glaive into the ground, a wall, or other solid surface.
+
Alternatively, this Incantation may be used exactly as the ''Silence''' spell except as noted above (it is this use that affects an area around the Swordmage and allows no Saving Throw), by thrusting the point of the glaive into the ground, a wall, or other solid surface.
'''Stonehew'''<br/>
'''Stonehew'''<br/>
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As ''Cleaving Axe'', except that it is done with a ''+1 Keen Mighty Cleaving Greataxe'', and both extra attacks may be made with the Swordmage's choice of the axe itself, an available weapon, or with an Incantation. No Incantation used for either attack can make both attacks, and using one removes the ''+1 Keen Mighty Cleaving Greataxe''.
As ''Cleaving Axe'', except that it is done with a ''+1 Keen Mighty Cleaving Greataxe'', and both extra attacks may be made with the Swordmage's choice of the axe itself, an available weapon, or with an Incantation. No Incantation used for either attack can make both attacks, and using one removes the ''+1 Keen Mighty Cleaving Greataxe''.
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 +
'''Needle of Light'''<br/>
 +
Evocation [Light]
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* '''Level:''' Swordmage 4
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* '''Casting Time:''' 1 attack action
 +
* '''Range:''' Melee Attack
 +
''A shaft of moonbeam in hand, the Swordmage makes an elegant thrust straight into the dark heart of the monster.''
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 +
Makes a melee touch attack with a ''+3 Thinblade'' (''Races of the Wild'') that has a 16-20 Critical Threat range and is treated as if the Swordmage has the Improved Critical feat even if he does not, for a total Critical Threat range of 12-20. A Critical Threat with this attack always confirms, as well.
'''Star of Courage'''<br/>
'''Star of Courage'''<br/>
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* '''Target:''' Self
* '''Target:''' Self
* '''Duration:''' 1 round/level
* '''Duration:''' 1 round/level
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''Surrounded by foes and on the backswing of her opening strikes the swordmage gestured to either side of her. Two ethereal rapiers sprang into existence around her as her foes attacked without mercy, blocking every blow.''
+
''Surrounded by foes, the swordmage gestured to either side of her. Two ethereal rapiers sprang into existence around her as her foes attacked without mercy, blocking every blow.''
The swordmage calls into being two ''+3 Dancing Ghost Touch Rapiers'' to protect her from harm. Whenever an opponent attacks, the swordmage may elect to have one or both of the blades protect her. Every time this happens, the Swordmage makes an attack roll against the incoming attack. If the Swordmage's roll is greater then that of the attack then the attack is deflected for no damage.
The swordmage calls into being two ''+3 Dancing Ghost Touch Rapiers'' to protect her from harm. Whenever an opponent attacks, the swordmage may elect to have one or both of the blades protect her. Every time this happens, the Swordmage makes an attack roll against the incoming attack. If the Swordmage's roll is greater then that of the attack then the attack is deflected for no damage.
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Each blade can only be used to deflect an attack once per five caster levels before it dissipates.
+
Each blade can only be used to deflect an attack once per five caster levels before it dissipates. If the ''Dancing'' property of a sword is used to actually make an attack, this also consumes one of these uses, and further prevents the sword from deflecting any attacks during that round.
'''Dominating Whip'''<br/>
'''Dominating Whip'''<br/>
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''The Swordmage shapes a javelin of pure lightning, and hurls it at his opponent - where it immediately shatters into dozens of bolts hurtling towards other enemies.''
''The Swordmage shapes a javelin of pure lightning, and hurls it at his opponent - where it immediately shatters into dozens of bolts hurtling towards other enemies.''
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The Swordmage makes a single ranged touch attack with a ''+1 Shocking Burst Distance Javelin''. Upon striking, every enemy to which the struck enemy has line of effect is attacked, as if by the Swordmage standing in the target's space, by a ''+1 Shocking Javelin'', and each of these attacks is also a ranged touch attack.
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The Swordmage makes a single ranged attack with a ''+1 Shocking Burst Distance Javelin''. Upon striking, every enemy to which the struck enemy has line of effect is attacked, as if by the Swordmage standing in the target's space, by a ''+1 Shocking Javelin''.
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+
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'''Needle of Light'''<br/>
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Evocation [Light]
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* '''Level:''' Swordmage 5
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* '''Casting Time:''' 1 attack action
+
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* '''Range:''' Melee Attack
+
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''A shaft of moonbeam in hand, the Swordmage makes an elegant thrust straight into the dark heart of the monster.''
+
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+
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Makes a melee touch attack with a ''+3 Thinblade'' (''Races of the Wild'') that has a 16-20 Critical Threat range and is treated as if the Swordmage has the Improved Critical feat even if he does not, for a total Critical Threat range of 12-20. A Critical Threat with this attack always confirms, as well.
+
'''Thrice-Betraying Dagger'''<br/>
'''Thrice-Betraying Dagger'''<br/>
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''Slashing at his foe's head with the bladeless sword, the Swordmage allowed himself a brief smile. His enemy would feel no pain, but it had lost something much more dear than blood.''
''Slashing at his foe's head with the bladeless sword, the Swordmage allowed himself a brief smile. His enemy would feel no pain, but it had lost something much more dear than blood.''
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The Swordmage makes a single melee touch attack against his target. If he hits, the target must immediately make a Fortitude and Will saving throw or gain two negative levels and be dazed for one round. Success on the Fortitude saving throw reduces the number of negative levels to one, while sucess on the Will saving throw negates the dazing.
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The Swordmage makes a single melee attack against his target. If he hits, the target must immediately make a Fortitude and Will saving throw or gain two negative levels and be dazed for one round. Success on the Fortitude saving throw reduces the number of negative levels to one, while sucess on the Will saving throw negates the dazing.
If the target fails its Will save, the saving throw to prevent the negative level(s) from becoming permanent takes a -4 penalty.
If the target fails its Will save, the saving throw to prevent the negative level(s) from becoming permanent takes a -4 penalty.
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Creates a shield which is effectively a small ''Prismatic Wall'' that floats adjacent to his off-hand. Other than its size and mobility, the shield is identical to the Spell in effect. The Swordmage may make a Reflex save against any effect blocked by a ''Prismatic Wall'' to position the shield correctly so that it does, in fact, block the effect. If the effect is one of those that negates a layer of a ''Prismatic Wall'', it does so to the shield as well. Further, physical attacks that involve entering the Swordmage's space trigger the effect on the attacker, as if they had walked through a ''Prismatic Wall''.
Creates a shield which is effectively a small ''Prismatic Wall'' that floats adjacent to his off-hand. Other than its size and mobility, the shield is identical to the Spell in effect. The Swordmage may make a Reflex save against any effect blocked by a ''Prismatic Wall'' to position the shield correctly so that it does, in fact, block the effect. If the effect is one of those that negates a layer of a ''Prismatic Wall'', it does so to the shield as well. Further, physical attacks that involve entering the Swordmage's space trigger the effect on the attacker, as if they had walked through a ''Prismatic Wall''.
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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.
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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 Swordmage may roll 1d8 three times and apply the effects rolled on the table below. Repeats, including repeat 8's, are rerolled.
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{| cellpadding=1px style="background-color: #000000; text-align: center;"
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|- style="background-color: #8E5A2E; color: #FFFFFF;"
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!style="padding: 0 0.5em;"| Roll !!style="padding: 0 0.5em;"| Color !!style="padding: 0 0.5em;"| Effect
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|- style="background-color: #f0e7d3;"
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| 1 || Red || 20 points of Fire damage (Reflex half)
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|- style="background-color: #ffffff;"
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| 2 || Orange || 40 points of Acid damage (Reflex half)
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|- style="background-color: #f0e7d3;"
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| 3 || Yellow || 80 points of Electricity damage (Reflex half)
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|- style="background-color: #ffffff;"
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| 4 || Green || ''Poison'', as the spell (Fortitude negates)
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|- style="background-color: #f0e7d3;"
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| 5 || Blue || Turned to stone (Fortitude negates)
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|- style="background-color: #ffffff;"
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| 6 || Indigo || ''Insanity'', as the spell (Will negates)
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|- style="background-color: #f0e7d3;"
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| 7 || Violet || Sent to another plane (Will negates)
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|- style="background-color: #ffffff;"
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| 8 || - || Reroll twice as one effect
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|}
'''Ravages of Time'''<br/>
'''Ravages of Time'''<br/>
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* '''Casting Time:''' 1 attack action
* '''Casting Time:''' 1 attack action
* '''Range:''' Melee Attack
* '''Range:''' Melee Attack
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* '''Duration:''' 2 rounds (apparent time); see text
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* '''Duration:''' 1 round (apparent time); see text
''A spiked chain of dark metal coils out of the flesh of the swordmage's arm. Twisting, writhing, growing and shrinking of its own accord, when brought to bear upon the swordmage's enemies, the unwholesome weapon seems to kill time itself.''
''A spiked chain of dark metal coils out of the flesh of the swordmage's arm. Twisting, writhing, growing and shrinking of its own accord, when brought to bear upon the swordmage's enemies, the unwholesome weapon seems to kill time itself.''
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You conjure a ''+3 Dancing Adamantine Spiked Chain of Speed'' and attack with it. Regardless of whether you hit or miss, once the attack is resolved, time seems to slow for all others but you, as per ''Time Stop'', except that the effect only lasts for two rounds of apparent time. Whilst acting within these rounds of apparent time, you are free to attack enemies with weapons or Incantations of 7th level or lower, but not through any other means. The spiked chain remains for the duration of apparent time, attacking any target you do.
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You conjure a ''+3 Dancing Adamantine Spiked Chain of Speed'' and attack with it. Regardless of whether you hit or miss, once the attack is resolved, time seems to slow for all others but you, as per ''Time Stop'', except that the effect only lasts until the end of your next turn. Whilst acting within this round of apparent time, you are free to attack enemies with weapons or Incantations of 5th level or lower, but not through any other means. The enemies are treated as flat-footed due to being unable to move. The spiked chain remains for the duration of apparent time, attacking any target you do.
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Upon re-entering the normal time stream, you are disorientated for a short period, becoming dazed for 1 round.
+
Upon re-entering the normal time stream, you are disorientated for a short period, becoming dazed for 1 round. Immunity to being dazed does not prevent the swordmage from being dazed by this effect.
'''Starfury'''<br/>
'''Starfury'''<br/>
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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.''
''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.
+
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 per 4 levels, maximum 6 per shuriken) 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.
'''Threadstring Bow'''<br/>
'''Threadstring Bow'''<br/>
Evocation
Evocation
* '''Level:''' Swordmage 9
* '''Level:''' Swordmage 9
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* '''Casting Time:''' 1 standard action
+
* '''Casting Time:''' 1 full-round action
* '''Range:''' Medium (100 foot + 10 foot/level)
* '''Range:''' Medium (100 foot + 10 foot/level)
* '''Saving Throw:''' Fortitude partial
* '''Saving Throw:''' Fortitude partial
* '''Spell Resistance:''' No
* '''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.''
+
''Calling upon the power of the Weave itself, the swordmage forms a bow whose bolts will pierce his foe's very life-force.''
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+
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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.
+
-
After preforming this incantation, the Swordmage gains a negative level. This negative level lasts for 2 hours per level.
+
The swordmage makes a full-attack, at the usual attack bonuses, but may only use his attacks due to base attack bonus (i.e. ''Haste'' and the like do not apply). Each attack is made as if with a ''+5 Greatbow'', but does not deal its usual damage. Instead, each attack that hits reduces the target's HP by an amount equal to a tenth of its current HP.
'''Thunderbluss'''<br/>
'''Thunderbluss'''<br/>

Revision as of 04:00, 10 October 2010

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