Daggerwing

Evocation [Force]

Catching a glimpse of the mace aimed for his skull, the Swordmage insinctively creates a pair of oversized wings of force with daggers for feathers. The wings close over his head just in time to turn aside the blow.

This Incantation has two uses, one as an Immediate Action and the other as an Attack Action.

As an Immediate Action, this Incantation may surround the swordmage in a sphere of force, looking rather like wings with daggers instead of feathers furled around him. These wings give the swordmage total cover, and break line of effect to him, for one instant. Any attack made against him in that instant fails, blocked by the wings, whether it be mundane or magical in nature. An attacker may change the target of his attacks once the swordmage has used this Incantation, if he desires. Regardless, the wings unfurl and disappear immediately after the attack, and provide no defense against subsequent attacks. A swordmage may include one adjacent ally within the sphere for every three caster levels, protecting them from harm as well.

As an Attack Action, the swordmage may instead use this Incantation to sweep the dagger wings across his foes. Every creature within 30 feet of the swordmage takes damage as if attacked by a number of off hand Small Daggers equal to half his Caster Level, with a Reflex save for half damage.. Modifiers to damage besides Charisma apply only once.

Dancing Guards

Abjuration [Force]

Surrounded by foes, the swordmage gestured to either side of her. Two ethereal rapiers sprang into existence around her as her foes attacked without mercy, blocking every blow.

The swordmage calls into being two Dancing Ghost Touch Rapiers to protect her from harm. Whenever an opponent attacks, the swordmage may elect to have one or both of the blades protect her. Every time this happens, the rapier makes an attack roll against the incoming attack. If the rapier's roll is greater than that of the attack then the attack is deflected for no damage. Calculate the rapier's attack roll the same as the Dancing property.

Each blade can only be used to deflect an attack once per five caster levels before it dissipates. If the Dancing property of a sword is used to actually make an attack, this also consumes one of these uses. The Swordmage does not need to spend an action to activate the Dancing property.

Dominating Whip

Enchantment

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 Merciful Whip. If the attack hits, the target must succeed on a Will save or suffer the effects of a Dominate Person spell with a greatly reduced duration. They will take any non-self-harmful actions you designate on their next turn.

Earth Rod

Transmutation

Conjuring a rocky quarterstaff from nothingness, the Swordmage turned in place and struck at his foe as if holding a club. As he hit, the quarterstaff seemed to liquefy, flowing out of his hands to cover the body of his foe in a thin but implacable layer of stone.

The Swordmage makes a single melee attack with a Collision Quarterstaff. If it hits, the target must immediately make a Reflex save be stunned for the duration of the incantation. Even if the target saves sucessfully, it is still entangled for one round.

Lightning Fury

Evocation [Electricity]

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 attack with a 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 Shocking Javelin.

Thrice-Betraying Dagger

Conjuration (Teleportation)

Drawing a dagger of pitch blackness from a nearby shadow, the Swordmage made a quick stabbing gesture at the air in front of him. As he did, he seemed to disappear, only to appear in three different places at once, one and all sinking the same black blade into a foe's back.

The Swordmage makes a single melee attack with a Bane Dagger against up to three targets within range, each time teleporting to a square adjacent to the target. The dagger's Bane property changes to match its target's type each time. The targets of this attack are considered flatfooted against it.

Upon completion of the Incantation, the Swordmage may teleport back to his original position.

If this Incantation is performed in an area of Shadowy illumination or darker, the targets of the attack must succeed on a Fortitude save or take an additional 4d6 damage. This extra damage is considered precision damage.

Winter's Breath

Evocation [Cold]

With the tiniest of smirks playing at his lips, the Swordmage drew a single unassuming shuriken from beneath his vest. With an almost careless flick of his wrist, he let it fly. As it spun, it seemed to slice the very air around it, whipping its surroundings into a tempest. When it struck, it did so with the full might of winter's fury behind it.

The Swordmage makes a single ranged attack with a Icy Burst Distance Shuriken. If it hits, the target must immediately make a Reflex save or be affected as if he failed a save against a Huge Air Elemental's whirlwind ability. In addition to the normal damage, the target also takes 2d8 cold damage each round it is within the whirlwind. The Swordmage determines the exact dimensions of the whirlwind at the time of the attack, within the normal limits.

Even if the attack misses, the whirlwind still sprouts at a nearby location. Roll as if the Swordmage had missed with a splash weapon to determine the location of the whirlwind.

Each round after the first, the Swordmage may sacrifice an attack action to move the whirlwind up to 30 feet in any direction.