Necromancy
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 Vicious Spiked Chain. On a succesful hit, the target must make a Will save or be effected as with Bestow Curse. If you strike the same target twice with this Incantation within a 24 hour period the duration becomes permanent, even if they succeeded on the first save.
Transmutation
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 an Athletics check to jump, treated as a running long jump, using his Charisma modifier in place of Strength. He may target any foe he might reach with that jump, attack them with a Clouting Halberd (Complete Arcane), and may choose to then leap back to his original square (no check is needed for the second leap). If the attack is a critical, the Halberd's critical multiplier is treated as x4.
Conjuration (Creation)
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 Thundering Kukri in his off-hand, but all attacks take a -2 penalty to attack rolls.
Abjuration
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 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.
As Cleaving Axe, except that the Swordmage gains Great Cleave and it is done with a Keen Greataxe, and may make a 5ft step after each successful attack. Any extra attacks may be made with the axe itself or with other Incantations. No Incantation can be used for more than one attack, and using one removes the Keen Greataxe.
Evocation [Light]
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 an Estoc 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 11-20. A Critical Threat with this attack always confirms, as well.
Enchantment
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 Glorious Morningstar that has its light effect amplified so that it dispels Darkness spells of 4th 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.
Transmutation
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 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 Rapier, or another Incantation. All attacks with the Rapier gain an additional +2 enhancement bonus.