Swordmage

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(Incantations)
 
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===== Skills =====
===== Skills =====
''Class Skills''
''Class Skills''
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The class skills (and key ability modifier for each) of the Swordmage are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
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The class skills (and key ability modifier for each) of the Swordmage are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
''Skills at 1<sup>st</sup> Level''
''Skills at 1<sup>st</sup> Level''
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===== Table 1: The Swordmage =====
===== Table 1: The Swordmage =====
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{| cellpadding=1px style="background-color: #000000; text-align: center;"
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{| class="class zebra bordered header"
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|- style="background-color: #8E5A2E; color: #FFFFFF;"
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|-
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!rowspan=2 style="padding: 0 0.5em;"| Level
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!rowspan=2| Level
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!rowspan=2 style="padding: 0 0.5em;"| Base Attack<br />Bonus
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!rowspan=2| Base Attack<br />Bonus
!rowspan=2 style="width: 5.5em;"| Fortitude<br />Save
!rowspan=2 style="width: 5.5em;"| Fortitude<br />Save
!rowspan=2 style="width: 5.5em;"| Reflex<br />Save
!rowspan=2 style="width: 5.5em;"| Reflex<br />Save
!rowspan=2 style="width: 5.5em;"| Willpower<br />Save
!rowspan=2 style="width: 5.5em;"| Willpower<br />Save
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!rowspan=2 style="padding: 0 0.5em;"| Special
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!rowspan=2| Special
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!colspan=10 style="padding: 0 0.5em;"| Incantations per Encounter
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!colspan=10| Incantations Readied
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|- style="background-color: #8E5A2E; color: #FFFFFF;"
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|-  
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!style="width: 1.75em;"| 0th !!style="width: 1.75em;"| 1st !!style="width: 1.75em;"| 2nd !!style="width: 1.75em;"| 3rd !!style="width: 1.75em;"| 4th !!style="width: 1.75em;"| 5th !!style="width: 1.75em;"| 6th !!style="width: 1.75em;"| 7th !!style="width: 1.75em;"| 8th !!style="width: 1.75em;"| 9th
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!style="width: 1.75em;"| 0th
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|- style="background-color: #f0e7d3;"
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!style="width: 1.75em;"| 1st
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|  1<sup>st</sup> || +1 || +0 || +0 || +2 || [[#Weaponized Arcana|Weaponized Arcana]] || 4 || 2 || || || || || || || ||
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!style="width: 1.75em;"| 2nd
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|- style="background-color: #ffffff;"
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!style="width: 1.75em;"| 3rd
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!style="width: 1.75em;"| 4th
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!style="width: 1.75em;"| 5th
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!style="width: 1.75em;"| 6th
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!style="width: 1.75em;"| 7th
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!style="width: 1.75em;"| 8th
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!style="width: 1.75em;"| 9th
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|-
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|  1<sup>st</sup> || +1 || +0 || +0 || +2 || [[#Combat Casting|Combat Casting]], [[#Weaponized Arcana|Weaponized Arcana]] || 4 || 2 || || || || || || || ||
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|-
|  2<sup>nd</sup> || +2 || +0 || +0 || +3 || [[#Masterful Cant|Masterful Cant]] || 4 || 3 || || || || || || || ||
|  2<sup>nd</sup> || +2 || +0 || +0 || +3 || [[#Masterful Cant|Masterful Cant]] || 4 || 3 || || || || || || || ||
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|- style="background-color: #f0e7d3;"
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|-
|  3<sup>rd</sup> || +3 || +1 || +1 ||+3 ||  || 4 || 3 || 2 || || || || || || ||
|  3<sup>rd</sup> || +3 || +1 || +1 ||+3 ||  || 4 || 3 || 2 || || || || || || ||
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|- style="background-color: #ffffff;"
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|-
|  4<sup>th</sup> || +4 || +1 || +1 || +4 || [[#Enhanced Cant|Enhanced Cant +1]] || 4 || 3 || 3 || || || || || || ||
|  4<sup>th</sup> || +4 || +1 || +1 || +4 || [[#Enhanced Cant|Enhanced Cant +1]] || 4 || 3 || 3 || || || || || || ||
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|- style="background-color: #f0e7d3;"
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|-
|  5<sup>th</sup> || +5 || +1 || +1 || +4 || [[#Bonus Feat|Bonus Feat]] || 4 || 3 || 3 || 2 || || || || || ||
|  5<sup>th</sup> || +5 || +1 || +1 || +4 || [[#Bonus Feat|Bonus Feat]] || 4 || 3 || 3 || 2 || || || || || ||
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|- style="background-color: #ffffff;"
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|-
|  6<sup>th</sup> || +6/+1 || +2 || +2 || +5 || [[#Protective Personality|Protective Personality]] || 4 || 3 || 3 || 3 || || || || || ||
|  6<sup>th</sup> || +6/+1 || +2 || +2 || +5 || [[#Protective Personality|Protective Personality]] || 4 || 3 || 3 || 3 || || || || || ||
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|- style="background-color: #ffffff;"
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|-
|  7<sup>th</sup> || +7/+2 || +2 || +2 || +5 ||  || 4 || 3 || 3 || 3 || 2 || || || || ||
|  7<sup>th</sup> || +7/+2 || +2 || +2 || +5 ||  || 4 || 3 || 3 || 3 || 2 || || || || ||
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|- style="background-color: #f0e7d3;"
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|-
|  8<sup>th</sup> || +8/+3 || +2 || +2 || +6 || [[#Enhanced Cant|Enhanced Cant +2]] || 4 || 3 || 3 || 3 || 3 || || || || ||
|  8<sup>th</sup> || +8/+3 || +2 || +2 || +6 || [[#Enhanced Cant|Enhanced Cant +2]] || 4 || 3 || 3 || 3 || 3 || || || || ||
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|- style="background-color: #ffffff;"
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|-
|  9<sup>th</sup> || +9/+4 || +3 || +3 || +6 ||  || 4 || 3 || 3 || 3 || 3 || 2 || || || ||
|  9<sup>th</sup> || +9/+4 || +3 || +3 || +6 ||  || 4 || 3 || 3 || 3 || 3 || 2 || || || ||
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|- style="background-color: #f0e7d3;"
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|-
| 10<sup>th</sup> || +10/+5 || +3 || +3 || +7 || [[#Arcanized Weaponry|Arcanized Weaponry]], [[#Bonus Feat|Bonus Feat]] || 4 || 3 || 3 || 3 || 3 || 3 || || || ||
| 10<sup>th</sup> || +10/+5 || +3 || +3 || +7 || [[#Arcanized Weaponry|Arcanized Weaponry]], [[#Bonus Feat|Bonus Feat]] || 4 || 3 || 3 || 3 || 3 || 3 || || || ||
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|- style="background-color: #ffffff;"
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|-
| 11<sup>th</sup> || +11/+6/+1 || +3 || +3 || +7 ||  || 4 || 3 || 3 || 3 || 3 || 3 || 2 || || ||
| 11<sup>th</sup> || +11/+6/+1 || +3 || +3 || +7 ||  || 4 || 3 || 3 || 3 || 3 || 3 || 2 || || ||
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|- style="background-color: #f0e7d3;"
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|-
| 12<sup>th</sup> || +12/+7/+2 || +4 || +4 || +8 || [[#Enhanced Cant|Enhanced Cant +3]] || 4 || 3 || 3 || 3 || 3 || 3 || 3 || || ||
| 12<sup>th</sup> || +12/+7/+2 || +4 || +4 || +8 || [[#Enhanced Cant|Enhanced Cant +3]] || 4 || 3 || 3 || 3 || 3 || 3 || 3 || || ||
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|- style="background-color: #ffffff;"
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|-
| 13<sup>th</sup> || +13/+8/+3 || +4 || +4 || +8 ||  || 4 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || ||
| 13<sup>th</sup> || +13/+8/+3 || +4 || +4 || +8 ||  || 4 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || ||
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|- style="background-color: #f0e7d3;"
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|-
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| 14<sup>th</sup> || +14/+9/+4 || +4 || +4 || +9 || || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || ||
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| 14<sup>th</sup> || +14/+9/+4 || +4 || +4 || +9 || [[#Supercharging|Supercharging]] || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || ||
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|- style="background-color: #ffffff;"
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|-
| 15<sup>th</sup> || +15/+10/+5 || +5 || +5 || +9 || [[#Bonus Feat|Bonus Feat]] || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2 ||
| 15<sup>th</sup> || +15/+10/+5 || +5 || +5 || +9 || [[#Bonus Feat|Bonus Feat]] || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2 ||
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|- style="background-color: #f0e7d3;"
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|-
| 16<sup>th</sup> || +16/+11/+6/+1 || +5 || +5 || +10 || [[#Enhanced Cant|Enhanced Cant +4]] || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 ||
| 16<sup>th</sup> || +16/+11/+6/+1 || +5 || +5 || +10 || [[#Enhanced Cant|Enhanced Cant +4]] || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 ||
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|- style="background-color: #ffffff;"
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|-
| 17<sup>th</sup> || +17/+12/+7/+2 || +5 || +5 || +10 ||  || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2
| 17<sup>th</sup> || +17/+12/+7/+2 || +5 || +5 || +10 ||  || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2
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|- style="background-color: #f0e7d3;"
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|-
| 18<sup>th</sup> || +18/+13/+8/+3 || +6 || +6 || +11 ||  || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3
| 18<sup>th</sup> || +18/+13/+8/+3 || +6 || +6 || +11 ||  || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3
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|- style="background-color: #ffffff;"
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|-
| 19<sup>th</sup> || +19/+14/+9/+4 || +6 || +6 || +11 ||  || ∞ || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3
| 19<sup>th</sup> || +19/+14/+9/+4 || +6 || +6 || +11 ||  || ∞ || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3
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|- style="background-color: #f0e7d3;"
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|-
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| 20<sup>th</sup> || +20/+15/+10/+5 || +6 || +6 || +12 || [[#Enhanced Cant|Enhanced Cant +5]], [[#Bonus Feat|Bonus Feat]] || ∞ || ∞ || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3
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| 20<sup>th</sup> || +20/+15/+10/+5 || +6 || +6 || +12 || [[#Avatar of True Arcana|Avatar of True Arcana]], [[#Enhanced Cant|Enhanced Cant +5]], [[#Bonus Feat|Bonus Feat]] || ∞ || ∞ || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3
|}
|}
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Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.
Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.
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===== ''Incantations'' (Su) =====
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===== ''Incantations'' =====
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Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives, and they may be used for attacks of opportunity. Incantations are supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered, and do not provoke attacks of opportunity nor require concentration checks. Incantations do not require any components ''per se'', but enough freedom of movement is required to actually make the attack in order to use them.
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Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Unless specifically noted in the effect, effects that grant additional attacks may not be made with Incantations stronger than Cantrips.
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{| class="zebra bordered header" style="float: right;"
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!                      !! Extraordinary !! Supernatural !! Spell-like !! Spells !! Incantations
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|-
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| Components            || No            || No          || No        || Yes    || No
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|-
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| Dispel                || No            || No          || Yes        || Yes    || Yes
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|-
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| Spell Resistance      || No            || No          || Yes        || Yes    || Yes
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|-
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| Attack of Opportunity || No            || No          || Yes        || Yes    || No
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|-
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| Concentration        || No            || No          || Yes        || Yes    || No
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|-
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| ''Antimagic Field''  || No            || Yes          || Yes        || Yes    || Yes
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|}
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Incantations are not supernatural abilities, spell-like abilities, or spells, but they are similar to these. Like spells and spell-like abilities, they are generally subject to spell resistance, and can be dispelled, but unlike spells, they cannot be counterspelled. Like supernatural abilities, incantations neither provoke attacks of opportunity nor require concentration checks, but as mentioned they are subject to spell resistance and dispelling, unlike supernatural abilities. Like both spell-like abilities and supernatural abilities, incantations do not require any components ''per se'', but enough freedom of movement is required to actually make the attack in order to use them. These features are summarized in the table to the right.
The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.
The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.
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Like a Beguiler, a Swordmage knows all of the Incantations on his list, and may cast them spontaneously. In addition to the Incantations specifically listed, he knows a Cantrip, or 0<sup>th</sup> level Incantation, for each weapon in which he is proficient: this Cantrip simply creates a copy of a perfectly average weapon, and makes a single attack with it.
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Like a Beguiler, a Swordmage knows all of the Incantations on his list, and may cast them spontaneously. In addition to the Incantations specifically listed, he knows a Cantrip, or 0<sup>th</sup> level Incantation, for each weapon in which he is proficient: this Cantrip simply creates a copy of a perfectly average weapon, and makes a single attack with it. He may also know Cantrips in weapons with which he is not proficient; he is proficient with the "canted" version, but would not be with a physical specimen of the same weapon.
Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.
Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.
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Beginning at 14<sup>th</sup>, the Swordmage gains the ability to cast lower-level Incantations at will; these do not have to be readied before hand, and can simply be used in combat as desired - though the same Incantation cannot be used again once used until the encounter has ended or the Swordmage has Recovered (see below). The Incantations that may be used at will are indicated by a '∞' in the table above.
Beginning at 14<sup>th</sup>, the Swordmage gains the ability to cast lower-level Incantations at will; these do not have to be readied before hand, and can simply be used in combat as desired - though the same Incantation cannot be used again once used until the encounter has ended or the Swordmage has Recovered (see below). The Incantations that may be used at will are indicated by a '∞' in the table above.
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In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a standard action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively. Upon successfully completing this action, all of his expended Incantations are again readied, but he may not change which Incantations he has readied.
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In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a full-round action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively. Upon successfully completing this action, all of his expended Incantations are again readied, but he may not change which Incantations he has readied.
An Incantation's effect is typically to create a "canted weapon" from pure arcana, and attack once with it. This attack typically has side-effects and other benefits associated with it. The weapon is considered magical for the purposes of overcoming Damage Reduction, but is otherwise identical to a perfectly average Medium-sized weapon of the appropriate type unless otherwise indicated by the Incantation's description, regardless of the Swordmage's own size. However, a Swordmage never suffers penalties due to wielding an inappropriately-sized canted weapon, unless the Incantation's description adds specific size penalties (and this penalty will be the same for Swordmages of all sizes).
An Incantation's effect is typically to create a "canted weapon" from pure arcana, and attack once with it. This attack typically has side-effects and other benefits associated with it. The weapon is considered magical for the purposes of overcoming Damage Reduction, but is otherwise identical to a perfectly average Medium-sized weapon of the appropriate type unless otherwise indicated by the Incantation's description, regardless of the Swordmage's own size. However, a Swordmage never suffers penalties due to wielding an inappropriately-sized canted weapon, unless the Incantation's description adds specific size penalties (and this penalty will be the same for Swordmages of all sizes).
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A Swordmage threatens any squares he could attack with any of his readied but unexpended Incantations.
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A Swordmage threatens any squares he would threaten if wielding any of the weapons offered by his readied but unexpended Incantations.
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===== ''Combat Casting'' =====
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At 1<sup>st</sup> level, a swordmage gains Combat Casting as a bonus feat. This feat holds no particular benefit for a single-classed swordmage, as they do not require Concentration checks to cast Incantations, but swordmage training improves one's skill with Arcana such that swordmages who learn to cast spells have an easier time casting while under pressure. This also means a swordmage qualifies for any feats or prestige classes that require Combat Casting without having to actually take the feat.
===== ''Weaponized Arcana'' =====
===== ''Weaponized Arcana'' =====
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===== ''Protective Personality'' =====
===== ''Protective Personality'' =====
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At 6<sup>th</sup> level, a Swordmage's constant use of Incantations has created a residual effect on him, and he can effortlessly surround himself in swirls of arcana to protect himself. He gains a Deflection bonus to AC equal to his Charisma modifier, so long as he has (or would have) his Dexterity bonus to AC.
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At 6<sup>th</sup> level, a Swordmage's constant use of Incantations has created a residual effect on him, and he can effortlessly surround himself in swirls of arcana to protect himself. He gains a Deflection bonus to AC equal to his Charisma modifier, so long as he has (or would have) his Dexterity bonus to AC. Furthermore, his Deflection bonus to AC due to Protective Personality cannot exceed his armor's Maximum Dexterity Bonus.
===== ''Bonus Feat'' =====
===== ''Bonus Feat'' =====
At 5<sup>th</sup>, 10<sup>th</sup>, 15<sup>th</sup>, and 20<sup>th</sup> levels, the Swordmage gains a bonus feat from the following list. He must meet all requirements for a feat in order to select it.
At 5<sup>th</sup>, 10<sup>th</sup>, 15<sup>th</sup>, and 20<sup>th</sup> levels, the Swordmage gains a bonus feat from the following list. He must meet all requirements for a feat in order to select it.
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:[[#Adamantine Incantations|Adamantine Incantations*]], [[#Align Incantations|Align Incantations*]], Blind Fight, Cloak Dance, Combat Expertise, Combat Reflexes, Dodge, [[#Exotic Incantations|Exotic Incantations*]], [[#Favored Incantations|Favored Incantations]]*, Fleet of Foot, [[#Incantation of Choice|Incantation of Choice*]], [[#Incantation Focus|Incantation Focus*]], [[#Incantation Specialization|Incantation Specialization*, [[#Innate Cant|Innate Cant*]], [[#Iron Incantations|Iron Incantations*]], Martial Study (''Tome of Battle''), Martial Stance (''Tome of Battle''), Metacantations*, Mobility, Run, Sidestep Charge, [[#Silver Incantations|Silver Incantations]]*, Spring Attack, Superior Expertise, Weapon Focus
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:[[Swordmage Feats#Adamantine Incantations|Adamantine Incantations*]], [[Swordmage Feats#Align Incantations|Align Incantations*]], Arcane Mastery<sup>2, 6</sup>, Blind Fight, Cloak Dance, Cloudy Conjuration<sup>3, 7</sup>, Combat Expertise, Combat Intuition<sup>1</sup>, Combat Reflexes, Danger Sense<sup>1</sup>, Dazzling Illusion<sup>3, 7</sup>, Defensive Strike<sup>4</sup>, Dodge, Energy Abjuration<sup>3, 7</sup>, Evasive Reflexes<sup>5</sup>, Expert Tactician<sup>1</sup>, Eyes in the Back of Your Head<sup>4</sup>, [[Swordmage Feats#Exotic Incantations|Exotic Incantations*]], [[Swordmage Feats#Favored Incantation|Favored Incantation]]*, Fearsome Necromancy<sup>3, 7</sup>, Fleet of Foot, Force of Personality<sup>1</sup>, Greater Spell Penetration, Improved Combat Expertise<sup>4</sup>, Improved Initiative, Improved Toughness<sup>4</sup>, [[Swordmage Feats#Incantation of Choice|Incantation of Choice*]], [[Swordmage Feats#Incantation Focus|Incantation Focus*]], [[Swordmage Feats#Incantation Specialization|Incantation Specialization]]*, [[Swordmage Feats#Innate Cant|Innate Cant*]], Insightful Divination<sup>3, 7</sup>, [[Swordmage Feats#Iron Incantations|Iron Incantations*]], Martial Study<sup>5</sup>, Martial Stance<sup>5</sup>, [[Swordmage Feats#Metacantation|Metacantation*]], Mobility, Piercing Evocation<sup>3, 7</sup>, Prone Attack<sup>4</sup>, Run, Sidestep Charge, [[Swordmage Feats#Silver Incantations|Silver Incantations]]*, Spell Penetration, Spring Attack, Superior Expertise, Toughening Transmutation<sup>3, 7</sup>, Weapon Focus
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:<nowiki>*</nowiki> New Feat Described Below.
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===== ''Arcanized Weaponry'' =====
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:{| style="width: 50em;"
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Starting at 10<sup>th</sup> level, a Swordmage may, while casting an Incantation, apply any enhancement bonuses or special abilities found on any actual weapon he is wielding, to the weapon granted by the Incantation. The canted weapon's enhancement bonus cannot exceed +5, nor can its total equivalent enhancement bonus exceed +10. The weapon is considered as if it does not have these bonuses or abilities until the beginning of the Swordmage's next turn.
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| <sup>1</sup> ''Complete Adventurer'' || <sup>2</sup> ''Complete Arcane'' || <sup>3</sup> ''Complete Mage'' || <sup>4</sup> ''Complete Warrior'' || <sup>5</sup> ''Tome of Battle''
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|}
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:<sup>6</sup> Arcane Mastery may be qualified for with the ability to cast Incantations as well as the ability to cast spells.
 +
:<sup>7</sup> Cloudy Conjuration, Dazzling Illusion, Energy Abjuration, Fearsome Necromancy, Insightful Divination, Piercing Evocation, and Toughening Transmutation may be triggered by casting Incantations from the appropriate school, in addition to spells.
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:<nowiki>*</nowiki> New Feat.
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===== ''Multiclass Swordmages'' =====
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The new feats designed for the Swordmage may be found at [[Swordmage Feats]].
-
Swordmagic is at the crossroads between true arcane spellcasting and mundane martial maneuvers. As such, Swordmages are known to be excellent at both pursuits: one adds ¾ of his Swordmage level to all his Initiator Levels, instead of ½, and one also adds ½ his Swordmage level to any other Arcane Caster Levels (unless the Caster Level in question is already adding more than ½; this would not stack, for example, with a bonus akin to the Ur-Priest's). Note that this is considered to be a part of the base Initiator and Caster Levels, not bonuses, and so they are always added before any bonuses and penalties (most notably Practiced Spellcaster).
+
-
Swordmages can also qualify for any Prestige Class that requires a Caster Level or the ability to cast Spells of a particular level, by having the appropriate Caster Level or being able to cast Incantations of the same level. He does not, however, have Spell Slots, so he cannot cast any spells that he might gain as Spells Known through Prestige Classes.
+
===== ''Arcanized Weaponry'' =====
 +
Starting at 10<sup>th</sup> level, a Swordmage may, while casting an Incantation, apply any enhancement bonuses or special abilities found on any actual weapon he is wielding, to the weapon granted by the Incantation. The canted weapon's enhancement bonus cannot exceed +5, nor can its total equivalent enhancement bonus exceed +10. The weapon is considered as if it does not have these bonuses or abilities until the beginning of the Swordmage's next turn. During the Incantation, the physical weapon is absorbed into the canted weapon, and returned to the Swordmage's hand afterwards. Ammunition may never be used for Arcanized Weaponry.
-
== Feats ==
+
If an Incantation creates more than one weapon, only one may receive the effects of any given weapon. The Swordmage may transfer the effects of other weapons, if he has them in hand, to additional canted weapons, if he desires. However, any single target can only be affected by a Special Ability added through Arcanized Weaponry once in a single Incantation, even if that Incantation would attack the target repeatedly. The Special Abilities listed in individual Incantation descriptions may be applied to a target as many times as the target is hit.
-
===== Adamantine Incantations =====
+
-
<u>Prerequisites</u>
+
-
* Ability to use 2<sup>nd</sup> level Incantations.
+
-
* ''Iron Incantations'' or ''Silver Incantations''.
+
-
<u>Benefit</u><br/>
+
-
All weapons from Incantations you use are considered Adamantine for the purposes of overcoming Damage Reduction.
+
-
===== Align Incantations =====
+
===== ''Supercharging'' =====
-
<u>Prerequisites</u>
+
Beginning at 14<sup>th</sup> level, when a Swordmage recovers his Incantations, he gains a bonus on checks to pierce spell resistance equal to his Charisma bonus for three rounds.
-
* Ability to cast Incantations.
+
-
<u>Benefit</u><br/>
+
-
As a free action made before any attack with any Incantation, that attack may be considered Chaotic, Good, Evil, or Lawful, at the Swordmage's discretion, for the purposes of overcoming Damage Reduction.
+
-
===== Energized Incantations =====
+
===== ''Avatar of True Arcana'' (Ex) =====
-
Choose two energy types.<br/>
+
At 20<sup>th</sup> level, a Swordmage becomes a living, breathing being of pure magical force. His type changes to Outsider, and he is considered native to every plane that has magic (so he may only gain the Extraplanar subtype if he is on a plane with the Dead Magic trait, he otherwise has the Native subtype). Unlike most Outsiders, the Swordmage may be affected by life restoring magic such as ''Raise Dead'', is immune to being affected by spells of the Conjuration (Calling) subschool, and cannot be banished from any plane except those with the Dead Magic trait.
-
<u>Preerquisites</u>
+
-
* Ability to cast Incantations.
+
-
<u>Benefit</u><br/>
+
-
Whenever a Swordmage uses an Incantation, they may choose at the time of casting to imbue the weapon they are creating with one of the chosen energy types. Weapons created under the influence of this ability deal damage only of that type.<br/>
+
-
<u>Special</u><br/>
+
-
This feat can be taken multiple times but each time it is taken, the Swordmage chooses an additional energy type.
+
-
===== Exotic Incantations =====
+
In addition, twice per day but no more than once per encounter, a 20<sup>th</sup> level Swordmage may, as a Free Action, channel enormous amounts of Arcana through his body, supercharging all of his Incantations. For one round, all of his Incantations are considered Extraordinary Abilities, that is, are unaffected by Spell Resistance, cannot be Dispelled, and may be used within ''Antimagic Fields'' and Dead Magic Zones, and furthermore all attack rolls made with Incantations are considered Touch Attacks (ranged or not as is appropriate to the Incantation). Incantations with a duration lasting longer than 1 round are Extraordinary during this round of Arcana channeling (even if originally canted before the Swordmage used this ability), and revert to Spell-like (i.e. immediately end if in an ''Anti-Magic Field'' or Dead Magic Zone, and are vulnerable to dispelling otherwise) once the round is over.
-
<u>Prerequisites</u>
+
-
* Masterful Cant class feature.
+
-
<u>Benefit</u><br/>
+
-
Add a Cantrip Incantation for each Exotic Weapon to your Incantation List. These function exactly like other Cantrips, but for the exotic weapons. You are proficient with these Incantations as with all others, but this feat does not grant proficiency with any uncanted weapon.<br/>
+
-
<u>Normal</u><br/>
+
-
You only have Cantrips for the weapons in which you are proficient.
+
-
===== Favored Incantation =====
+
===== Multiclass Swordmages =====
-
Choose an Incantation you can cast.<br/>
+
Swordmagic is at the crossroads between true arcane spellcasting and mundane martial maneuvers. As such, Swordmages are known to be excellent at both pursuits: one adds ¾ of his Swordmage level to all his Initiator Levels, instead of ½, and one also adds ½ his Swordmage level to any other Arcane Caster Levels (unless the Caster Level in question is already adding more than ½; this would not stack, for example, with a bonus akin to the Ur-Priest's). Note that this is considered to be a part of the base Initiator and Caster Levels, not bonuses, and so they are always added before any bonuses and penalties (most notably Practiced Spellcaster).
-
<u>Prerequisites</u>
+
-
* Ability to cast Incantations.
+
-
<u>Benefit</u><br/>
+
-
The chosen Incantation may be readied as many times as the Swordmage wishes, Metacanted or not. If the Swordmage has the ability to cast that level of Incantation at will, then he may cast the chosen Incantation at will endlessly without Recovering.<br/>
+
-
<u>Normal</u><br/>
+
-
An Incantation may only be Readied once, even if Metacanted, and at-will Incantations may only be used once before Recovering.
+
-
===== Incantation of Choice =====
+
Swordmages can also qualify for any Prestige Class that requires a Caster Level or the ability to cast Spells of a particular level, by having the appropriate Caster Level or being able to cast Incantations of the same level. He does not, however, have Spell Slots, so he cannot cast any spells that he might gain as Spells Known through Prestige Classes.
-
Choose a weapon in which you are proficient.<br/>
+
-
<u>Prerequisites</u>
+
-
* ''Weapon Focus'' in the chosen weapon.
+
-
<u>Benefit</u><br/>
+
-
Every time you use an Incantation, you may replace the indicated weapon with your chosen weapon, with any specified enhancement bonuses or special abilities applying to the chosen weapon. May only do this with Incantations with which the weapon is compatible - replacing the ''Composite Short Bow'' in ''Light Bow'' with a ''Greataxe'' would not work.<br/>
+
-
<u>Normal</u><br/>
+
-
Every Incantation uses a different weapon.
+
-
===== Incantation Focus =====
+
== Incantations ==
-
Choose a school of magic.<br/>
+
Unless otherwise noted, all Incantations have a duration of Instantaneous. Incantations do '''not''' have components of any kind, do '''not''' provoke attacks of opportunity, '''are''' affected by spell resistance, '''can''' be dispelled, '''cannot''' be counterspelled, do '''not''' require Concentration checks, and do '''not''' work in antimagic fields or dead magic zones.
-
<u>Prerequisites</u>
+
-
* Ability to cast Incantations
+
-
<u>Benefits</u><br/>
+
-
Add +1 to the Difficulty Class for all Saving Throws against your Incantations from the chosen school of magic, and +1 to the Attack Rolls made with weapons created by Incantations from that school.<br/>
+
-
<u>Special</u><br/>
+
-
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Also, this feat may be used in place of ''Spell Focus'' for the purpose of qualifying for feats, prestige classes, and the like, with the exception of ''Greater Spell Focus''.
+
-
===== Incantation Specialization =====
+
Spell resistance, in particular, behaves uniquely with many Incantations. Unless the Incantation specifies "Spell Resistance: Yes" (in which case it does nothing if it fails to breach spell resistance) or "No" (in which case spell resistance has no effect), an Incantation that fails against spell resistance does not gain any of its special properties, including any feats the Swordmage is said to have for the Incantation, and is instead treated as a completely normal attack with the specified weapon (including its magic properties, from the Incantation itself or from feats or class features that add to them).
-
Choose a school of magic to which you have already applied the ''Incantation Focus'' feat.<br/>
+
-
<u>Prerequisites</u>
+
-
* Ability to cast Incantations
+
-
* [[#Incantation Focus|''Incantation Focus'']]
+
-
<u>Benefit</u><br/>
+
-
Add +1 to the Difficulty Class for all Saving Throws against your Incantations from the chosen school of magic, and +1 to the Damage Rolls made with weapons created by Incantations from that school. These benefits stack with ''Incantation Focus''.<br/>
+
-
<u>Special</u><br/>
+
-
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Also, this feat may be used in place of ''Greater Spell Focus'' for the purpose of qualifying for feats, prestige classes, and the like.
+
-
===== Innate Cant =====
+
==== Swordmage Arts ====
-
Choose an Incantation you can cast of a level no greater than the third highest you can cast, that has a casting time of 1 attack action.<br/>
+
Some Incantations have the [Art] descriptor. Incantations with this descriptor synergize with other Incantations that have the descriptor: if the Swordmage uses any two Swordmage Arts in a single round, all additional Arts he uses in that round gain extra features, as described in their entry.
-
<u>Prerequisites</u>
+
-
* Ability to cast 3<sup>rd</sup> Level Incantations.
+
-
* [[#Favored Incantation|''Favored Incantation'']] for the selected Incantation.
+
-
<u>Benefit</u><br/>
+
-
If you have an instance of the chosen Incantation readied but not expended, you may make a full-round attack using the Incantation for every attack. This expends only a single use of the chosen Incantation.<br/>
+
-
<u>Normal</u><br/>
+
-
An Incantation can only be used once before becoming expended.
+
-
 
+
-
===== Iron Incantations =====
+
-
<u>Prerequisite</u>
+
-
* Ability to cast 2<sup>nd</sup> level Incantations.
+
-
<u>Benefit</u><br/>
+
-
All weapons from Incantations you use are considered to be made from Cold Iron for the purposes of overcoming Damage Reduction.
+
-
 
+
-
===== Metacantation =====
+
-
<u>Prerequisite</u>
+
-
* Ability to cast Incantations.
+
-
<u>Benefit</u><br/>
+
-
With this feat, you may ready any Incantation in a higher-level slot in order to add any Special Ability to the canted weapon(s), in addition to any they may have per the Incantation description. The level of the Incantation increases by the equivalent enhancement bonus cost of the Special Ability: for example, adding ''Keen'' to an Incantation would increase its level by 1, while adding ''Vorpal'' would increase its level by 5. For Special Abilities without an enhancement bonus equivalency, use the following chart:
+
-
{| cellpadding=1px style="background-color: #000000; text-align: center;"
+
-
|- style="background-color: #8E5A2E; color: #FFFFFF;"
+
-
! Cost !! Incantation Level Increase
+
-
|- style="background-color: #f0e7d3;"
+
-
| 0 - 2,000 gp || +1
+
-
|- style="background-color: #ffffff;"
+
-
| 2,001 - 8,000 gp || +2
+
-
|- style="background-color: #f0e7d3;"
+
-
| 8,001 - 18,000 gp || +3
+
-
|- style="background-color: #ffffff;"
+
-
| 18,001 - 32,000 gp || +4
+
-
|- style="background-color: #f0e7d3;"
+
-
| 32,001 - 50,000 gp || +5
+
-
|- style="background-color: #ffffff;"
+
-
| 50,001+ gp || ''impossible''
+
-
|}
+
-
A metacanted Incantation still counts as readied, even if in an unusual slot, and as usual, cannot be readied again, metacanted or not.
+
-
 
+
-
===== Silver Incantations =====
+
-
<u>Prerequisite</u>
+
-
* Ability to cast 2<sup>nd</sup> level Incantations.
+
-
<u>Benefit</u><br/>
+
-
All weapons from Incantations you use are considered to be made from Silver for the purposes of overcoming Damage Reduction.
+
-
 
+
-
== Incantations ==
+
=== 0<sup>th</sup> Level Incantations ===
=== 0<sup>th</sup> Level Incantations ===
-
===== Cantrips =====
 
-
Evocation
 
-
* '''Level:''' Swordmage 0
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' varies
 
-
''The Swordmage conjures an ephemeral weapon, and strikes his foe just before the weapon again disappears.''
 
-
There is actually a separate Cantrip for every weapon in which the Swordmage is proficient (as well as for all Martial Weapons even if the Swordmage is not proficient, provided he has the ''Masterful Cant'' class feature), and these may be readied in 0<sup>th</sup> level Incantation slots. All Cantrips function in the same way: they create the weapon in question and attack with it once. They are otherwise identical to any other Incantation.
+
* '''''[[Cantrips]]''''' - Summon a weapon and attack once with it.
=== 1<sup>st</sup> Level Incantations ===
=== 1<sup>st</sup> Level Incantations ===
-
===== Berserker Axe =====
 
-
Enchantment (Compulsion) [Mind-Affecting] [Fear]
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
* '''Area:''' Emanation with a radius of 5 ft./level
 
-
* '''Duration:''' 1 round
 
-
* '''Saving Throw''' Will Negates
 
-
''A marked change has taken over the graceful and poised Swordmage: with a terrific greataxe in his hands, he seems a colossal beast of war and violence, and all who see him cannot help but tremble in fear.''
 
-
 
-
With this Incantation, the Swordmage makes a single melee attack with a canted ''Masterwork Greataxe'', and all enemies within 5 ft./level of either the target or the Swordmage must make a Will save or become ''shaken'' for 1 round. For that attack, the Swordmage is treated as having the Power Attack feat, and the Save DC for the Incantation increases by +1 for every 3 attack bonus sacrificed for the feat.
 
-
 
-
===== Blinkplate =====
 
-
Abjuration [Force]
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 swift action
 
-
* '''Range:''' Personal
 
-
* '''Target:''' Self
 
-
* '''Duration:''' 1 round/level
 
-
''The swordmage cloaks himself in a mantle of energy that reacts to enemy attacks, transforming the targeted area into a plate of metal.''
 
-
 
-
Every time the Swordmage is attacked whilst under the protection of this spell, he may choose to 'solidify' the Blinkplate to protect him from the strike. This choice must be made before the attack roll. If he chooses to solidify the plate around him, his armor bonus increases to 8 (as if he was wearing full plate). As the plate only solidifies in front of the attacking blow, the swordmage's Dexterity bonus to AC is unaffected. The Blinkplate can only be solidified 3 times for every two caster levels of the Swordmage before it is discharged.
 
-
 
-
===== Charge Breaker =====
 
-
Abjuration
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
* '''Duration:''' 1 round
 
-
''The Swordmage brings a halberd into the fray, after a quick blow, he instantly sets into ready position.''
 
-
 
-
When activated, the Swordmage may make an attack with a Masterwork Halberd. If this attack is successful, the Swordmage may make an attack of opportunity against the next foe within the round to charge him. This attack deals double damage, dealt before the charger's attack is resolved, but does not prevent that attack in and of itself (other effects may, however - such as killing the charger with the attack).
 
-
 
-
Anyone who can see the Swordmage while so prepared is aware of the consequences of charging him.
 
-
 
-
===== Charged Arcana =====
 
-
Evocation (Air)
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 full round action
 
-
* '''Range:''' Charge
 
-
''Borne aloft by the very winds, the Swordmage races across the battlefield, a lance of the winds themselves spear-heading the charge.''
 
-
 
-
This Incantation causes the Swordmage to Charge up to 60 ft. + 15 ft. per Caster Level (max of 240 ft. at 12<sup>th</sup>), and may make the Charge as if with the Ride-By Attack feat (that is, continuing to move past the target such that the total distance is no greater than 90 ft.). The attack is made with a ''Masterwork Lance''.
 
-
 
-
===== Critical Point =====
 
-
Evocation [Force]
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
''With a flourish, the Swordmage thrusts his new rapier of force into a foe's weak point, with devastating results.''
 
-
 
-
This Incantation makes an attack with a ''Masterwork Rapier'', and for this attack the Swordmage is considered to have the Improved Critical feat. Furthermore, he automatically succeeds on a critical threat with this attack. This Rapier is made of force, and is therefore effective against Incorporeal targets.
 
-
 
-
===== Daggerhail =====
 
-
Conjuration (Creation)
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 standard action
 
-
* '''Range:''' Close (25 ft. + 5 ft./2 levels)
 
-
* '''Area:''' 10 ft. radius Burst
 
-
* '''Saving Throw:''' Reflex halves
 
-
''With a motion as if throwing something into their midst, despite his empty hand, the Swordmage conjures myriad tiny needles that fall among them with deadly results.''
 
-
 
-
All targets within the affected area are damaged as if attacked with a pair of Small ''Masterwork Daggers'' thrown by the Swordmage (thus 2d3+Cha piercing damage), unless they make a Reflex save in which case the damage is halved. Roll damage separately for each target. The number of daggers per target increases by one for every two Caster Levels the Swordmage possesses, for a max of 7 (7d3+3.5xCha piercing damage) at 10<sup>th</sup>.
 
-
 
-
===== Grappling Hook =====
 
-
Transmutation
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 standard action
 
-
* '''Range:''' Close (25 ft. + 2 ft/2 levels)
 
-
* '''Duration:''' Grapple
 
-
''Throwing a lengthy chain tipped with hooked barbs, the Swordmage ensnares his foe, who suddenly seems as light as a feather, and crushes him.''
 
-
 
-
The Swordmage who uses this Incantation makes a ranged touch attack against a foe, and if successful makes a Grapple check, made as if the Swordmage had the Improved Grapple feat. The Grapple check also ignores all size bonuses or penalties, and uses the Swordmage's Charisma modifier in place of his Strength modifier. If successful, the foe is dragged into the Swordmage's square or the Swordmage is dragged to the foe's square, at the Swordmage's discretion, and takes 2d6 Constriction damage each round until the Grapple is broken or the Swordmage uses another Incantation or attack.
 
-
 
-
This Incantation can also be used to pull the Swordmage up cliffs and the like, provided there is a sturdy and appropriately-sized target to latch on to.
 
-
 
-
===== Light Bow =====
 
-
Evocation (Light)
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Ranged Attack
 
-
* '''Duration:''' 1 round and 1 round/level
 
-
* '''Saving Throw:''' Fortitude partial
 
-
''Nocking an imaginary arrow, as the Swordmage draws a bow of pure light appears in his hands, with an equally pure shaft of light for an arrow. Releasing, the light illuminates as it flies, and flies truer than any arrow.''
 
-
 
-
With this Incantation, the Swordmage makes a single ranged attack with a ''Masterwork Composite Longbow'', with a "Strength" rating exactly matching his Charisma modifier. For this attack, the Swordmage is treated as having the Precise Shot feat, and the target of the arrow is ''dazed'' for one round, or with a successful Fortitude save merely ''dazzled''. Further, the target or the location where the arrow lands is treated as if effected by the ''Light'' spell, and this light last 1 round per level.
 
-
 
-
===== Piercing Spear =====
 
-
Evocation [Force]
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' varies (see text)
 
-
''Gripping a translucent spear, the Swordmage ignores all defenses against his attack.''
 
-
 
-
The Swordmage makes a melee attack with his choice of a ''Masterwork Spear'' or ''Masterwork Longspear''. This attack ignores all Damage Reduction other than Epic, and also ignores any Concealment or Cover due to magical effects that is less than Total.
 
-
 
-
===== Rending Claws =====
 
-
Transmutation
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
''The Swordmage's hands become as blades, and he makes a devastating one-two slice at his opponent's abdomen.''
 
-
 
-
This Incantation momentarily transforms the Swordmage's hands into a pair of ''Masterwork Punchdaggers'', and he makes an attack with each one before they revert to their natural state. These each take a -2 penalty to the attack roll, as if the Swordsage had the Two-Weapon Fighting feat, but if both strikes hit, he deals +1d6 damage per two Caster Levels, for a max of +5d6 at 10<sup>th</sup>.
 
-
 
-
===== Rope Cant =====
 
-
Transmutation
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Duration:''' 1 round/level
 
-
* '''Saving Throw:''' None
 
-
''As you throw a Bolas at the target, it twists around the target, holding him in place.''
 
-
 
-
You throw a Masterwork Bolas at the target. If the attack hits, the target is affected as if by an Entangle spell. At this time, the Bolas transforms into a coil of hemp rope that disappears at the end of the duration.
 
-
 
-
===== Sable Whip =====
 
-
Illusion (Figment) [Mind-Affecting]
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' 15 ft. Reach Melee Attack
 
-
* '''Saving Throw:''' Will disbelief
 
-
''A whip of shadow snakes its way from the Swordmage's hands to his opponent's weapon; it seems impossible for a thing to move like that, to grab the weapon, but indeed it does.''
 
-
 
-
The Swordmage appears, to all who view him, to conjure a ''Masterwork Whip'' of sable black, and use it to Disarm his opponent. The whip, however, does not actually exist - despite this, if the Swordmage's opponent fails his Will save, he will unconsciously toss aside his weapon as his brain tries to make sense of what it sees. If the target saves, nothing happens. A locked gauntlet guarantees a successful save.
 
-
 
-
===== Scourge =====
 
-
Necromancy [Good]
 
-
* '''Level:''' Swordmage 1
 
-
* '''Range:''' Melee Attack
 
-
* '''Area:''' 10 ft./ level Radius Burst (max 60 ft. Radius)
 
-
''A flail with three heads connected by chains, each appearing as if a skull, batters the Swordmage's vile opponent, seeking to banish the unnatural undead.''
 
-
 
-
With this Incantation, the Swordmage makes a single melee attack with a ''Masterwork Flail''. If successful, he also uses Turn Undead as a Cleric of a level equal to his Caster Level, though the range of this attempt is dictated by the Area of the Incantation.
 
-
 
-
Loses the [Good] descriptor if Undead are not inherently evil in the setting.
 
-
 
-
===== Soul Harvester =====
 
-
Necromancy
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
''The monstrous onyx-black scythe the Swordmage suddenly wields seems to feast on the soul of the goblin he cuts down, and it immediately hungers for more: faster than the eye can follow, the scythe carves a path through the next goblin before vanishing.''
 
-
 
-
Incantation makes a melee attack with a ''Masterwork Scythe''. For this attack, the Swordmage is treated as having the Cleave feat, and if activated, the subsequent attack, made with the same Scythe, deals extra damage equal to the total health the dropped enemy had before this Incantation.
 
-
 
-
===== Sword and Board =====
 
-
Abjuration (Force)
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Self and Melee Attack
 
-
* '''Duration:''' 1 round
 
-
''Reaching up as if grasping the air, suddenly the Swordmage's hands are filled - with a translucent sword in one hand, and a glowing plane of force in the other. In one simple motion, the Swordmage follows through with his sword-stroke, and pivots back into a defensive position behind the shield as the sword disappears.''
 
-
 
-
With this Incantation, a Swordsage creates a ''Masterwork Longsword'' and a ''Masterwork Heavy Shield'' of pure Arcana, and makes a single melee attack with the sword. He retains the shield until his next turn, gaining a +2 Shield bonus to AC for the round. This shield is weightless and does not encumber him, and even momentarily dissipates during following attacks should it get in the way; he takes no penalties of any kind for having the shield, and no further actions on the Swordmage's part can remove the AC bonus. The shield is also made from Force, which makes it effective against incorporeal attacks, but the sword is not.
 
-
 
-
===== Upender =====
 
-
Evocation
 
-
* '''Level:''' Swordmage 1
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Reach Attack
 
-
''Summoning a guisarme, the Swordmage sweeps his opponents legs out from under him, knocking him to the ground.''
 
-
This Incantation makes a Trip attempt with a ''Masterwork Guisarme'', and the attempt is treated as if the Swordmage has the Improved Trip feat, including the subsequent attack on success. The Swordmage uses his Charisma modifier in place of his Strength modifier for the Trip check.
+
* '''''[[Berserker Axe]]''''' - Attack with Power Attack, scare witnesses.
 +
* '''''[[Blinkplate]]''''' - Gain 8 Armor AC against three attacks of your choice.
 +
* '''''[[Charge Breaker]]''''' - Attack with a halberd and prepare for a charge.
 +
* '''''[[Charged Arcana]]''''' - Make a Ride-By Attack Charge.
 +
* '''''[[Critical Point]]''''' - Make an attack with Rapier and Improved Critical, and critical threats automatically confirm.
 +
* '''''[[Daggerhail]]''''' - Conjure a burst of small knives to lacerate foes in an area.
 +
* '''''[[Grappling Hook]]''''' - Attack a foe at range and drag them to you or you to it.
 +
* '''''[[Light Bow]]''''' - Attack a foe with a glowing arrow that illuminates the area and causes ''dazzle''.
 +
* '''''[[Piercing Spear]]''''' - Spear attack ignores damage reduction, cover, and concealment.
 +
* '''''[[Rending Claws]]''''' - Attack with a pair of punchdaggers, deal extra damage if both hit.
 +
* '''''[[Rope Cant]]''''' - Thrown bola ''entangles'' foes.
 +
* '''''[[Sable Whip]]''''' - Illusionary whip convinces foes they've been disarmed.
 +
* '''''[[Scourge]]''''' - Attack with a holy flail that Turns Undead.
 +
* '''''[[Soul Harvester]]''''' - Attack with the Cleave feat, gain extra damage on Cleave attack based on first foe's former HP.
 +
* '''''[[Sword and Board]]''''' - Gain a Sword for a single attack and a Shield for the round.
 +
* '''''[[Upender]]''''' - Trip with Improved Trip.
=== 2<sup>nd</sup> Level Incantations ===
=== 2<sup>nd</sup> Level Incantations ===
-
===== Bleed Out =====
 
-
Necromancy
 
-
* '''Level:''' Swordmage 2
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Saving Throw:''' Fortitude negates
 
-
''You drive your new set of spiked gauntlets into your foe, reducing their body’s ability to heal and leaving bleeding wounds.''
 
-
The Swordmage attacks twice, once each with a pair of ''+1 Spiked Gauntlets''; these attacks are made at a -2 penalty to the attack roll. If both attacks hit, the target takes additional damage at the beginning of each of its turns equal to half the total damage dealt. This damage continues every round until the target makes a Fortitude save.
+
* '''''[[Bleed Out]]''''' - Spiked gauntlets leave a foe bleeding profusely.
-
 
+
* '''''[[Blink Dagger]]''''' - Teleport to foe and stab them.
-
===== Blink Dagger =====
+
* '''''[[Cleaving Axe]]''''' - Attack with the Cleave feat, use different Incantation on follow-up.
-
Conjuration (Teleportation)
+
* '''''[[Fellfrost Cross]]''''' - Attack with two shortswords, leave foes suffering from frostbite and hypothermia.
-
* '''Level:''' Swordmage 2
+
* '''''[[Iron of the Mind]]''''' - Attack with a crossbow that uses Cold Iron bolts.
-
* '''Casting Time:''' 1 attack action
+
* '''''[[Purification]]''''' - Attack with a silver longsword or warhammer.
-
* '''Range:''' Close (25 ft. + 5 ft./2 levels)
+
* '''''[[Megaton Hammer]]''''' - Giant hammer ''staggers'' enemies.
-
''Suddenly, the Swordmage is not where he was. Instead, he is behind enemy lines, stabbing their wizard in the face.''
+
-
 
+
-
With this Incantation, the Swordmage teleports himself adjacent to any foe in range and makes a melee attack against him with a ''+1 Dagger''.
+
-
 
+
-
===== Cleaving Axe =====
+
-
Evocation
+
-
* '''Level:''' Swordmage 2
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Melee Attack
+
-
''The mighty axe the Swordmage wields cuts down his foe - and as it arcs into another, it suddenly shifts form to another!''
+
-
 
+
-
The Swordmage makes an attack with a ''+1 Greataxe'' as if he had the Cleave feat. If the attack drops his foe and activates Cleave, he may make the second attack with the ''+1 Greataxe'', or with another weapon or Incantation if he wishes.
+
-
 
+
-
===== Iron of the Mind =====
+
-
Conjuration (Creation) [Lawful]
+
-
* '''Level:''' Swordmage 2
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Ranged Attack
+
-
''Creatures of chaos fear iron, for iron does not yield or bend or falter, and steadfast iron is law incarnate.''
+
-
 
+
-
This Incantation makes a single ranged attack with a ''+1 Heavy Crossbow'' that fires a ''Cold Iron Bolt'' at the target.
+
-
 
+
-
===== Purification =====
+
-
Evocation [Good]
+
-
* '''Level:''' Swordmage 2
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Melee Attack
+
-
''The silvered sword is anathema to evil, and foolish is the warrior who cannot call upon its power. The Swordmage is not foolish.''
+
-
 
+
-
This Incantation makes a single melee attack with the Swordmage's choice of a ''+1 Silver Longsword'' or ''+1 Silver Warhammer''.
+
-
 
+
-
===== Megaton Hammer =====
+
-
Evocation
+
-
* '''Level:''' Swordmage 2
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Saving Throw:''' Fortitude negates
+
-
''Seemingly out of nowhere an immense hammer appears in the Swordmage’s hands, he swings it, leaving his foe stunned from the impact.
+
-
 
+
-
The Swordmage attacks with a ''+1 Warmace'' - the warmace carries with it a -1 AC penalty, which applies to the Swordmage for the rest of the round. If the attack is successful, the target must make a saving throw or be stunned for 1 round.
+
=== 3<sup>rd</sup> Level Incantations ===
=== 3<sup>rd</sup> Level Incantations ===
-
===== Balmung =====
 
-
Evocation
 
-
* '''Level:''' Swordmage 3
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
''The mighty claymore in the Swordmage's hands patterns itself after the original sword used to slay Fafnir, a fearsome dragon, and dragonkind know its mark all too well.''
 
-
This Incantation makes a single melee attack with a ''+1 Dragonbane Bastard Sword'', and is made as if the Swordmage has the Power Attack feat. Furthermore, any dragon struck with this sword loses its ''Frightening Presence'' special quality.
+
* '''''[[Balmung]]''''' - With this dragonslayer's sword, dragons no longer seem so frightening.
-
 
+
* '''''[[Blade of Woe]]''''' - Those killed after feeling this blade briefly rise again as zombies or skeletons under your command.
-
===== Blade of Woe =====
+
* '''''[[Blinkplate, Greater]]''''' - Gain better armor than with ''Blinkplate''.
-
Necromancy [Evil]
+
* '''''[[Burn]]''''' (Art) - Whirlwind attack with a flaming sword.
-
* '''Level:''' Swordmage 3
+
* '''''[[Disruptive Discharge]]''''' - Interrupt spellcasting with an electric arrow.
-
* '''Casting Time:''' 1 attack action
+
* '''''[[Enchanted Gladius]]''''' - This stout and sturdy sword stands stalwart against the subtle sinistry of abberations.
-
* '''Range:''' Melee Attack
+
* '''''[[Everdark]]''''' (Art) - Sling fires a vile bullet that blinds foes.
-
* '''Duration:''' 1 round/2 levels
+
* '''''[[Frost]]''''' (Art) - Icy gauntlet chills foes to the bone, limiting their actions.
-
''The Swordmage plunges a vicious kris of bloodstained steel into his enemy's heart, and his foe dies - but does not stay dead.''
+
* '''''[[Purify]]''''' (Art) - Divine bow destroys the undead.
-
 
+
* '''''[[Sherwood Bow]]''''' - This hunter's bow can attack twice as fast, and brings down mighty beasts quickly.
-
With this Incantation, the Swordmage gains a ''+1 Vicious Dagger'', with which he makes a melee attack. If the target dies before the duration is exceeded, that foe is immediately animated as a Skeleton or Zombie, as with the ''Animate Dead'' spell, but only until the remaining duration runs out. This effect functions just fine on already-undead creatures; it simply ends the animating force, and replaces it with the Swordmage's own, guaranteeing control. It does not, however, work on unliving Constructs.
+
* '''''[[Shock]]''''' (Art) - Throw a shocking dagger that can paralyze foes.
-
 
+
* '''''[[Silence Glaive]]''''' - This spear can ''Silence'' enemies.
-
Loses the [Evil] descriptor if Undead are not inherently evil in the setting.
+
* '''''[[Quickblade]]''''' - A single attack with this dagger makes you faster.
-
 
+
* '''''[[Radiance]]''''' - This golden blade of light ignores armor and burns foes.
-
===== Enchanted Gladius =====
+
* '''''[[Sever Gravity]]''''' - Allows you to ''Fly'', as the spell.
-
Conjuration (Creation)
+
* '''''[[Stonehew]]''''' - This enormous pick goes through earth and stone like butter.
-
* '''Level:''' Swordmage 3
+
* '''''[[Sunder]]''''' - A blow from this hammer damages constructs, leaving a weak spot for follow-up attacks.
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Ranged Attack
+
-
* '''Duration:''' 1 round
+
-
''The Swordsage throws his short, stout sword, glimmering with violet light, with uncanny accuracy, sundering that which hides behind the veil.''
+
-
 
+
-
This Incantation makes a single ranged attack with a ''+1 Throwing Abberation-Bane Short Sword''. For one round following the attack, the Swordmage and all his allies within 30 ft. of either the target or the Swordmage gain a +4 bonus to Saves against Fear effects.
+
-
 
+
-
===== Sherwood Bow =====
+
-
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.
+
-
 
+
-
===== Quickblade =====
+
-
Transmutation
+
-
* '''Level:''' Swordmage 3
+
-
* '''Components:''' -
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Personal
+
-
* '''Target:''' Self
+
-
* '''Duration:''' 1 round + 1 round/3 levels
+
-
''With a quick word, the Swordmage's movements accelerate, becoming a blur, as he plunges a small dagger into his foe.''
+
-
 
+
-
The Swordmage who uses this Incantation gains the effect of the ''Haste'' spell for the duration, and makes a single melee attack with a ''+1 Dagger''.
+
-
 
+
-
===== Radiance =====
+
-
Evocation [Fire] [Light]
+
-
* '''Level:''' Swordmage 3
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Melee Attack
+
-
* '''Area:''' 15 ft. radius
+
-
''The Swordmage's brilliant golden sword slides straight through his foe's shield, but the edge cuts true in the enemy's flesh.''
+
-
 
+
-
This Incantation makes a melee attack with a ''+1 Brilliant Energy Greatsword''. Every enemy within the area (including the target) also takes 1d6 Fire damage per two Caster Levels (max 5d6 at 10<sup>th</sup>; nothing aside from not being in the area at the time of the attack or immunity to Fire damage can prevent this damage.
+
-
 
+
-
===== Sever Gravity =====
+
-
Transmutation
+
-
* '''Level:''' Swordmage 3
+
-
* '''Components:''' -
+
-
* '''Range:''' Personal
+
-
* '''Target:''' Self
+
-
 
+
-
Except as noted above, this Incantation identical to the ''Fly'' Spell.
+
-
 
+
-
===== Stonehew =====
+
-
Conjuration (Creation)
+
-
* '''Level:''' Swordmage 3
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Melee Attack
+
-
''Hi-ho, hi-ho, it's off to work we go!''
+
-
 
+
-
This Incantation makes a single attack with a ''+1 Earthbane Adamantine [url=http://www.wizards.com/default.asp?x=dnd/we/20060420a]Greatpick[/url]''.
+
-
 
+
-
===== Sunder =====
+
-
Transmutation
+
-
* '''Level:''' Swordmage 3
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Melee Attack
+
-
* '''Duration:''' Instantaneous
+
-
''With a mighty hammer, the Swordmage quickly dismantles the lumbering construct.''
+
-
 
+
-
This Incantation makes a single melee attack with a ''+1 Construct-Bane Warhammer'', and successful hit leaves a weak-point that others can target, robbing the Construct of its immunity to Critical Hits (or, for Living Constructs, their innate Light Fortification property). This weak-point remains until the Construct is repaired (either via magical means such as the ''Repair Damage'' spells or through crafting as described in the Craft Construct feat). Any amount of repair removes this weakness.
+
=== 4<sup>th</sup> Level Incantations ===
=== 4<sup>th</sup> Level Incantations ===
-
===== Chain of Despair =====
 
-
Necromancy
 
-
* '''Level:''' Swordmage 4
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Reach Attack
 
-
* '''Duration:''' Permanent
 
-
* '''Saving Throw:''' Will negates
 
-
''The swordmage lashes out at one of his foes with a chain formed of darkness that saps the very will to live from his target.''
 
-
 
-
The swordmage makes an attack with a ''+1 Wounding Spiked Chain''. On a succesful hit, the target must make a Will save or be effected as with ''Bestow Curse''.
 
-
 
-
===== Dominating Whip =====
 
-
Enchantment
 
-
* '''Level:''' Swordmage 4
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Duration:''' 1 round/level
 
-
* '''Saving Throw:''' Will negates
 
-
''Brandishing a leather whip in hand, you strike your enemy once, and order them to do your bidding, They seem oddly eager to please you.''
 
-
 
-
The Swordmage makes an attack with a ''+1 Merciful Whip''. If the attack hits, the target must succeed on a Will save or suffer the effects of a  ''Dominate Person'' spell.
 
-
 
-
===== Dragoon Leap =====
 
-
Transmutation
 
-
* '''Level:''' Swordmage 4
 
-
* '''Casting Time:''' 1 standard action
 
-
* '''Range:''' see text
 
-
''The Swordmage leaps onto a hapless foe, skewering them on his halberd, before leaping back to his location.''
 
-
 
-
Upon casting this Incantation, the Swordmage makes a Jump check, treated as a running long jump, using his Charisma modifier in place of Strength and with a +10 bonus. He may target any foe he might reach with that jump, attack them with a ''+1 Clouting Halberd'' (''Complete Arcane''), and then leap back to his original square (no Jump check is needed for the second leap). The attack is an automatic critical (provided it hits to begin with). If it is also a natural critical, the Halberd's critical multiplier is treated as x4.
 
-
 
-
===== Echo Blade =====
 
-
Conjuration (Creation)
 
-
* '''Level:''' Swordmage 4
 
-
* '''Casting Time:''' 1 swift action
 
-
* '''Duration:''' 1 round
 
-
''A thick curved blade rests in the Swordmage's hand - and lashes out almost automatically to echo every blow he makes.''
 
-
 
-
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.
 
-
 
-
===== Hammer of Return =====
 
-
Abjuration
 
-
* '''Level:''' Swordmage 4
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee or Ranged Attack
 
-
* '''Duration:''' Instantaneous
 
-
* '''Saving Throw:''' Will special (see text)
 
-
* '''Spell Resistance:''' Yes
 
-
''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.''
 
-
 
-
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 =====
 
-
* '''Level:''' Swordmage 4
 
-
 
-
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''.
 
-
 
-
===== Star of Courage =====
 
-
Enchantment
 
-
* '''Level:''' Swordmage 4
 
-
* '''Casting Time:''' 1 standard action
 
-
* '''Range:''' Personal
 
-
* '''Area:''' 40 foot radius emenation
 
-
* '''Duration:''' 1 round/level
 
-
* '''Saving Throw:''' Will negates
 
-
* '''Spell Resistance:''' Yes
 
-
''The swordmage calls forth a morningstar composed of pure energy that cuts through darkness, strengthening his allies and weakening his foes.''
 
-
 
-
The Swordmage makes an attack with a ''+1 Brilliant Morningstar'' that has its light effect amplified so that it dispels Darkness spells of 3rd level or less. All enemies within 40 ft. of the Swordmage must make a Will save or be affected by the effects of ''Crushing Despair''. Additionally, all allies within 40 ft. of the Swordmage are affected by the effects of ''Good Hope''.
 
-
 
-
===== Tempest Attrition =====
 
-
Transmutation
 
-
* '''Level:''' Swordmage 4
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Personal and Melee Attack
 
-
* '''Target:''' You and Attacker
 
-
* '''Duration:''' 1 round
 
-
''The Swordmage holds a thin saber in his off-hand and assumes a stance that allows him a riposte - if he is quick enough.''
 
-
During the round following the use of this Incantation, a Swordmage may make an attack roll with a ''+4 Rapier'' at his highest attack bonus to oppose any melee attack made against him. If his attack roll beats his opponent's, the attack is turned aside and the Swordmage gains a free attack against the target - for which he may use the same ''+4 Rapier'', or another Incantation (or even a mundane weapon if he has one and really wants to...).
+
* '''''[[Chain of Despair]]''''' - Attack with a spiked chain and bestow a curse upon your target.
 +
* '''''[[Dragoon Leap]]''''' - Jump into the air and impale a foe on your halberd.
 +
* '''''[[Echo Blade]]''''' - This knife will echo every one of your attacks for the round.
 +
* '''''[[Hammer of Return]]''''' - Throwing hammer banishes outsiders.
 +
* '''''[[Mighty Cleaving Axe]]''''' - as Cleaving Axe, but Mighty Cleaving!
 +
* '''''[[Needle of Light]]''''' - This thinblade scores a critical fully half the time!
 +
* '''''[[Star of Courage]]''''' - A brilliant mace encourages your allies and demoralizes your enemies.
 +
* '''''[[Tempest Attrition]]''''' - Parry attacks and counter.
=== 5<sup>th</sup> Level Incantations ===
=== 5<sup>th</sup> Level Incantations ===
-
===== Lightning Fury =====
 
-
Evocation (Electricity)
 
-
* '''Level:''' Swordmage 5
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Ranged Attack
 
-
''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 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.
+
* '''''[[Daggerwing]]''''' - Summons wings with blades for feathers, to guard yourself or attack your foes.
-
 
+
* '''''[[Dancing Guards]]''''' - A pair of ''dancing'' rapiers parries blows for you.
-
===== Needle of Light =====
+
* '''''[[Dominating Whip]]''''' - Whip ''dominates'' humanoid foes.
-
Evocation [Light]
+
* '''''[[Earth Rod]]''''' - Staff fossilizes enemies.
-
* '''Level:''' Swordmage 5
+
* '''''[[Lightning Fury]]''''' - Throw a lightning bolt that splinters into dozens more.
-
* '''Casting Time:''' 1 attack action
+
* '''''[[Thrice-Betraying Dagger]]''''' - Attack three foes at once with a powerful teleportation effect.
-
* '''Range:''' Melee Attack
+
* '''''[[Winter's Breath]]''''' - Shuriken summons a whirlwind to pull foes out of the fight temporarily.
-
''A shaft of moonbeam in hand, the Swordmage makes an elegant thrust straight into the dark heart of the monster.''
+
-
 
+
-
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.
+
=== 6<sup>th</sup> Level Incantations ===
=== 6<sup>th</sup> Level Incantations ===
-
===== Mordenkainen's Sword =====
 
-
* '''Level:''' Swordmage 6
 
-
* '''Components:''' -
 
-
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).
+
* '''''[[Assassin's Guile]]''''' - Sneak a bit of extra damage to those who have been attacked by your teleportation effects.
-
 
+
* '''''[[Blaze]]''''' (Art) - Punch out foes with a flaming gauntlet, cause an explosion.
-
===== Return to Dust =====
+
* '''''[[Brilliance]]''''' (Art) - A shining blade of justice blinds all but the purest of hearts.
-
Transmutation
+
* '''''[[Dance of Blades]]''''' - Summon longswords to surround you and fight for you.
-
* '''Level:''' Swordmage 6
+
* '''''[[Ice]]''''' (Art) - Shatter an icy flail and the resulting blizzard freezes an area and batters foes.
-
* '''Casting Time:''' 1 attack action
+
* '''''[[Kinslayer]]''''' - ''Dominate'' your foe with a strike.
-
* '''Range:''' Ranged Attack
+
* '''''[[Memory Cutter]]''''' - Cut away some of your foe's experience.
-
* '''Saving Throw:''' Fortitude partial
+
* '''''[[Mordenkainen's Sword]]''''' - Summon a sword to fight for you.
-
* '''Spell Resistance:''' Yes
+
* '''''[[Null]]''''' (Art) - Vile chains fill the area with cloying darkness.
-
''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.''
+
* '''''[[Return to Dust]]''''' - Net entangles foes and disintegrates their remains.
-
 
+
* '''''[[Stun]]''''' (Art) - A whack with this staff releases a discharge that stuns all around you.
-
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]]''''' - An attack so fast the foe bleeds before they are even hit, circumventing all defenses.
-
 
+
-
===== Zero-Sum Interrupt =====
+
-
Divination
+
-
* '''Level:''' Swordmage 6
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Melee Attack
+
-
''The Swordmage's magic allow him to look into the future, and into the past, and make an opponent bleed before they are even cut, bypassing all defenses.''
+
-
 
+
-
The Swordmage deals damage as if they had hit with a ''+5 Scimitar'', but require no attack roll (they cannot, however, threaten a critical with this attack). This attack ignores all Damage Reduction, Miss Chances, Regeneration, and cannot be healed magically.
+
=== 7<sup>th</sup> Level Incantations ===
=== 7<sup>th</sup> Level Incantations ===
-
===== Flaming Sword of the Wrath of God =====
 
-
Evocation [Fire] [Good] [Lawful]
 
-
* '''Level:''' Swordmage 7
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
* '''Area:''' 60 ft. radius Burst
 
-
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.
+
* '''''[[Blade of Fate]]''''' - Strike at your foes and gain incredible fore-knowledge of their movements for the rest of the round.
 +
* '''''[[Blinkplate, Superior]]''''' - As ''Greater Blinkplate'', but also gaining the benefits of ''Greater Blink''.
 +
* '''''[[Chaos Blade]]''''' - Make a full-attack as a standard action, with a better attack bonus.
 +
* '''''[[Flaming Sword of the Wrath of God]]''''' - This sword is absolute anathema to the chaotic and the evil.
 +
* '''''[[Graviton Hammer]]''''' - Hammer reverses gravity.
 +
* '''''[[Subtle Knife]]''''' - Cut your way into a whole new world.
 +
* '''''[[Unleash the Sun]]''''' - Don a helmet forged from the sun itself.
-
===== Graviton Hammer =====
+
=== 8<sup>th</sup> Level Incantations ===
-
Transmutation
+
-
* '''Level:''' Swordmage 7
+
-
* '''Casting Time:''' 1 attack action
+
-
* '''Range:''' Melee Attack
+
-
* '''Area:''' Targeted Opponent ''or'' Up to one 10-ft. cube per two levels
+
-
* '''Duration:''' 1 round/level
+
-
* '''Saving Throw:''' None, see text
+
-
''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!''
+
-
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.
+
* '''''[[Cut Off]]''''' - Separate your mind from others, protecting it from danger.
-
 
+
* '''''[[Don't Fear]]''''' - With a coup de grace, trap a foe's soul.
-
===== Subtle Knife =====
+
* '''''[[Ruby Prison]]''''' - Trap foes in a personalized ''Forcecage''.
-
Conjuration (Teleportation)
+
* '''''[[Thunderclap]]''''' - Blast your foes with a wave of sound.
-
* '''Level:''' Swordmage 7
+
* '''''[[The Warrior Returning]]''''' - When about to die, instead heal yourself and take an attack of opportunity against your would-be killer.
-
* '''Casting Time:''' 1 standard action
+
* '''''[[Will Blade]]''''' - An illusory sword can nonetheless be really fatal.
-
* '''Effect:''' Portal to another plane
+
-
* '''Duration:''' up to 1 round / 3 levels, minimum 1
+
-
''With a small, silvery knife, the Swordmage cuts into the very fabric of the multiverse, opening a portal to another plane.''
+
-
 
+
-
This Incantation functions as the Spell ''Plane Shift'' except that it creates an opening to the destination through which the Swordmage, and anyone or anything else, can pass. The Swordmage may dictate how long this portal lasts when he creates it, but it cannot close before his next turn, nor can it last longer than a third of his caster level in rounds.
+
-
 
+
-
===== Unleash The Sun =====
+
-
Level: Swordmage 7
+
-
Range: Personal
+
-
Area: 60-ft.-radius burst
+
-
''The swordmage stands alone, surrounded by shadow when a bright helmet appears in his hands. As he adornes his helm, such radiant light bursts from his upper half as if the sun were trapped inside his helmet, cutting through the darkness and his enemies alike.''
+
-
 
+
-
As the Spell ''Sunburst'', except as noted above and that the Swordmage himself is unaffected by the Incantation.
+
-
 
+
-
=== 8<sup>th</sup> Level Incantation ===
+
-
===== Cut Off =====
+
-
Abjuration
+
-
* '''Level:''' Swordsage 8
+
-
* '''Casting Time:''' 1 attack action or 1 immediate action
+
-
* '''Range:''' Personal
+
-
* '''Target:''' Self
+
-
* '''Duration:''' 1 round/level
+
-
''The Swordmage sweeps a miniscule blade before his eyes, and his mind is suddenly cut off from those who would seek to control it.''
+
-
 
+
-
This Incantation functions as ''Mind Blank'' for the Swordmage for the duration. The Swordmage may use it on his own turn as an attack action, or else he may use it whenever he is required to make a saving throw against a Mind-Affecting spell or effect - before attempting the throw, he may cast this spell as an immediate action to block it.
+
-
 
+
-
===== Don't Fear =====
+
-
Necromancy
+
-
* '''Level:''' Swordmage 8
+
-
* '''Casting Time:''' 1 coup de grace
+
-
* '''Range:''' Melee Attack
+
-
* '''Duration:''' 1 round/level
+
-
''Shadows well up around the Swordmage, and form a cloak as dark as a moonless night settles upon his shoulders. From under the robes he reveals a scythe - a regular, unimposing scythe of incredible, simple sharpness.''
+
-
 
+
-
The Swordmage makes a coup de grace with a ''Scythe'' - a plain, unenhanced scythe. If his foe dies to the attack (either through hit-point damage or failing the Fortitude save), the enemy's soul is trapped in a black pearl that forms at the end of the Incantation. This is treated as if it had been the Material component of a successful ''Trap the Soul'' against the slain creature.
+
=== 9<sup>th</sup> Level Incantations ===
=== 9<sup>th</sup> Level Incantations ===
-
===== Annulment =====
 
-
Abjuration
 
-
* '''Level:''' Swordmage 9
 
-
* '''Casting Time:''' 1 standard action
 
-
* '''Range:''' Melee Attack
 
-
* '''Duration:''' 1 round/level
 
-
* '''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.''
 
-
 
-
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.
 
-
 
-
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 =====
 
-
Transmutation [Fire]
 
-
* '''Level:''' Swordmage 9
 
-
* '''Casting Time:''' 1 full-round action
 
-
* '''Range:''' 100 ft.
 
-
* '''Area:''' Cone-shaped burst
 
-
* '''Duration:''' See text
 
-
* '''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.''
 
-
 
-
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.
 
-
 
-
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.
 
-
 
-
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.
 
-
 
-
===== Prismatic Shield =====
 
-
Abjuration
 
-
* '''Level:''' Swordmage 9
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack and Personal
 
-
* '''Duration:''' 1 round + 1 round/6 levels (or until discharged)
 
-
''A blinding light shines from the Swordmage's fore-arm, as a shield of scintillating color appears. Upon bashing his foe with the shield, the effects can be described only as 'interesting'...''
 
-
 
-
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''.
 
-
 
-
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.
 
-
 
-
===== Ravages of Time =====
 
-
Transmutation
 
-
* '''Level:''' Swordmage 9
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Melee Attack
 
-
* '''Duration:''' 2 rounds (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.''
 
-
 
-
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.
 
-
 
-
Upon re-entering the normal time stream, you are disorientated for a short period, becoming dazed for 1 round.
 
-
 
-
===== Starfury =====
 
-
Evocation
 
-
* '''Level:''' Swordmage 9
 
-
* '''Casting Time:''' 1 attack action
 
-
* '''Range:''' Long (400 foot + 40 foot/level)
 
-
* '''Duration:''' Instantaneous
 
-
* '''Area:''' See text
 
-
* '''Save:''' Reflex half
 
-
* '''Spell Resistance:''' Yes
 
-
''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 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.
 
-
 
-
===== Threadstring Bow =====
 
-
Evocation
 
-
* '''Level:''' Swordmage 9
 
-
* '''Casting Time:''' 1 standard action
 
-
* '''Range:''' Medium (100 foot + 10 foot/level)
 
-
* '''Saving Throw:''' Fortitude partial
 
-
* '''Spell Resistance:''' No
 
-
''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.''
 
-
 
-
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.
+
* '''''[[Annulment]]''''' - Eliminate the supernatural powers of others.
 +
* '''''[[Deadly Elegance]]''''' - Shadow copies impale nearby foes.
 +
* '''''[[Divinity]]''''' (Art) - Gain angel wings, smite foes, and bolster allies.
 +
* '''''[[Electrocute]]''''' (Art) - Thrown javelin becomes an incredible bolt of lightning, damaging and stunning all in its path.
 +
* '''''[[Freeze]]''''' (Art) - This icy dart freezes foes solid.
 +
* '''''[[Incinerate]]''''' (Art) - Attack with a fiery flindbar.
 +
* '''''[[Pankratosword]]''''' - A sword so fine it can cut the indivisible, unleashing destruction and devastation.
 +
* '''''[[Perfect Strike of the Thrice Betrayer]]''''' - All those whom you've betrayed before take crippling damage from a shadow strike.
 +
* '''''[[Prismatic Shield]]''''' - Use a bit of ''Prismatic Wall'' as a shield.
 +
* '''''[[Ravages of Time]]''''' - Act at twice your normal speed.
 +
* '''''[[Starfury]]''''' - Four shurikens of light explode and attack secondary targets.
 +
* '''''[[Threadstring Bow]]''''' - Attack with your very soul.
 +
* '''''[[Thunderbluss]]''''' - A shotgun blast devastates foes.
 +
* '''''[[Void]]''''' (Art) - This vile strike can slay a foe outright, and blind those who witness it.
== Image Credits ==
== Image Credits ==
The image for this class is ''heavily'' adapted (and rather poorly) from [http://wen-m.deviantart.com/art/Anima-no-1-45013938 Anima: ??? no. 1] by Wen M. All credit to him for the excellent image, all blame to me for the horrid mangling.
The image for this class is ''heavily'' adapted (and rather poorly) from [http://wen-m.deviantart.com/art/Anima-no-1-45013938 Anima: ??? no. 1] by Wen M. All credit to him for the excellent image, all blame to me for the horrid mangling.
-
[[Category:Player Character Base Classes]]
+
[[Category:Player Character Classes]]

Current revision as of 17:55, 4 August 2011

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