Berserker Axe

Enchantment (Compulsion) [Mind-Affecting, Fear]

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 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 this attack and until the start of his next turn the Swordmage is treated as having the Power Attack feat, and the Save DC for this Incantation increases by +1 for every 2 points his attack bonus is lowered.

Blinkplate

Abjuration [Force]

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 the Blinkplate solidifies to protect him from the strike. While in effect his armor bonus increases to 9 (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 and armor check penalty is unaffected. The Blinkplate can only be solidified 3 times plus 1 for every 3 caster levels of the Swordmage before it is discharged.

The armor created by Blinkplate may have Armor Special Abilities added to it by using the Metacantation feat.

Charge Breaker

Abjuration

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 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]

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 12th), 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 the range of the power). The attack is made with a Lance.

Critical Point

Evocation [Force]

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 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)

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 off hand Small Daggers thrown by the Swordmage (thus 2d3+Cha piercing damage), unless they make a Reflex save in which case the damage is halved. 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 10th. Other modifiers to damage besides Charisma apply only once.

Grappling Hook

Transmutation

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 combat maneuver check against a foe, ignoring size modifiers and using Charisma in place of Strength. If successful, the foe is grappled and dragged to the Swordmage's square or the Swordmage is dragged to the foe's square, at the Swordmage's discretion. The target 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]

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 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 lasts 1 round per level.

Even if this Incantation fails to pierce a target's spell resistance, the light effect still takes effect.

Piercing Spear

Evocation [Force]

Gripping a translucent spear, the Swordmage ignores all defenses against his attack.

The Swordmage makes a melee attack with his choice of a Spear or 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

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 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 10th.

Rope Cant

Transmutation

As you throw a Bolas at the target, it twists around the target, holding him in place.

You throw a 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]

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 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]

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 Flail. If successful, he unleashes a burst of energy as if a cleric channeling positive energy to damage undead, 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

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 Scythe. For this attack, the Swordmage is treated as having the Cleaving Finish 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
  • Spell Resistance: No

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 Longsword and a 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. The shield may have Shield Special Abilities added to it by using the Metacantation feat.

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 Guisarme, and the attempt is treated as if the Swordmage has the Greater Trip feat, including the subsequent attack on success. The Swordmage uses his Charisma modifier in place of his Strength modifier for the combat maneuver.