Assassin's Guile

Illusion (Shadow)

Letting the dagger of shadow roll between his fingers, the Swordmage smiled knowingly. He needn't bother with another attack, for the damage had already been done. All that remained was for his foes to recognize their wounds for what they were.

This Incantation can only be activated on the same round as an Incantation with the [Teleport] descriptor, and only after at least one enemy has been successfully struck by one of those Incantations. All foes previously struck by an Incantation with the [Teleport] descriptor in this round takes Sneak Attack damage as if by a Rogue of the Swordmage's Caster Level. Whether or not they are flat-footed for this Incantation, or were flat-footed for the Incantations with the [Teleport] descriptor, has no bearing on whether or not they take this damage, though normal resistances or immunities to Sneak Attack damage do apply. No target can receive this damage more than once per round.

Blaze

Evocation [Art, Fire]

Knuckles wreathed in roiling fire, the Swordmage struck his foe with a clenched fist. As he did, the flames leapt from his hand, scorching his target and the area beyond.

The Swordmage makes a single melee attack with a Fiery Burst Spiked Gauntlet. If he hits, all targets in the area take 1d6 fire damage per two Caster Levels, to a maximum of 10d6 at 20th level. A successful reflex save halves the fire damage.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, all enemies who fail the Reflex Save catch on fire and take 2d6 Fire damage per round.

Brilliance

Evocation [Art, Light, Good]

Grasping a sword of platinum and gold in both hands, the Swordmage drives it point first into the earth. An intense blast of light bursts forth from the diamond pommel, searing the very souls of everyone but the Swordmage.

All creatures in the area take 1d6 points of Divine damage per two levels, to a maximum of 10d6 damage at 20th. In addition, all non-good creatures in the area are Blinded for the duration of the Incantation. A successful Reflex save halves the damage, while a successful Will save negates the blinding.

Activating this Incantation automatically dispels any Darkness effects of 5th level or lower in the area.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, his allies do not take the Divine damage from this Incantation, instead receiving the effect of a Cure Moderate Wounds spell, with a Caster Level equal to the Swordmage's Caster Level.

Dance of Blades

Transmutation

Laid bare before the Swordmage were the primal threads of creation itself. Carefully, reverently, he plucked one of each. Almost as though they knew his wishes better than he, the threads formed themselves into the weapons with which he would strike down his foes.

The Swordmage summons four swords that hover about him, attacking foes that come near. Dance of Blades creates one each of the following longswords: Keen Icy Burst Longsword, Keen Fiery Burst Longsword, Keen Shocking Burst Longsword, and Keen Acidic Burst Longsword. On your turn, each blade can make an attack at an adjacent opponent, with an attack bonus equal to your Caster Level + Charisma modifier. The damage they deal is equal to the normal weapon damage + Charisma modifier.

These weapons dissipate at the end of the Incantation's duration, and cannot be wielded by the Swordmage except by means of Dance of Blades.

Ice

Evocation [Art, Cold]

Swinging the flail of blue glass above his head, the Swordmage suddenly brings it down before him. As it shatters, a vicious, cold wind springs to life around him, carrying with it shards of ice.

The Swordmage makes a melee attack with a Icy Burst Flail. If it hits, all creatures except the Swordmage within 30ft take 1d8 cold and 1d8 bludgeoning damage per 4 caster levels with a Reflex save for half damage. Any creature that enters the area within the next round takes the damage as well, though no creature can take the damage more than once.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the effect persists for 1 round per 4 levels and counts as difficult terrain for all creatures except the Swordmage.

Kinslayer

Enchantment [Mind-Affecting]

Grasping the rod of worked silver and gold in one hand, the Swordmage brings it down on his foe's head. As he strikes, he sees his enemy's expression change. He now looks at his allies as mortal enemies.

The Swordmage makes a single attack with a Club. If he hits, the target must immediately make a will save. If it fails, it regards any allies it had as enemies for the duration of this Incantation and attacks them with preference to other targets. Even if it succeeds on the save, the target is still Confused for one round.

Memory Cutter

Necromancy

Slashing at his foe's head with the bladeless sword, the Swordmage allowed himself a brief smile. His enemy would feel no pain, but it had lost something much more dear than blood.

The Swordmage makes a single melee attack roll against his target with no weapon modifiers. If he hits, the target must immediately make a Fortitude and Will saving throw or gain two negative levels and be dazed for one round. Success on the Fortitude saving throw reduces the number of negative levels to one, while sucess on the Will saving throw negates the dazing.

If the target fails its Will save, the saving throw to prevent the negative level(s) from becoming permanent takes a -4 penalty.

Mordenkainen's Sword

Identical to Mage's Sword 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). It can still be affected normally by Metacantation and Arcanized Weaponry.

Null

Evocation [Art, Darkness, Evil, Sonic]

The Swordmage swings his vicious chain of shadow at his target, who recoils in terror. As the chain strikes, it dissipates into a dark mist that surrounds the Swordmage, blocking out vision and sound.

The Swordmage makes a single melee attack with a Unholy Spiked Chain. If the attack hits, the target takes 1d6 vile damage per two caster levels with a will save for half. In addition, this Incantation creates a black mist that functions as a combination of the Spells Obscuring Mist, Silence, and Deeper Darkness with a 20ft radius.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the area of effect increases by 10 feet and the Swordmage is unaffected by the mist.

Return to Dust

Transmutation

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.

The Swordmage makes a ranged touch attack against any enemy within 10 feet, as if attacking with a Net. If it succeeds, the target becomes entangled until the end of the round. At the end of the round takes 1d4 damage per caster level (max 20d4) + the Swordmage's Charisma modifier. 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 only 5d4 points of damage but if reduced to 0 hitpoints or less by that damage are still completely disintegrated. The target's equipment is unaffected.

Stun

Evocation [Art, Electricity]

The Swordmage swings one end of the copper-tipped quarterstaff into his foe's stomach, then plants the other firmly into the ground. A sudden burst of energy erupts from the staff, leaving everyone but the Swordmage staring straight ahead in a daze.

The Swordmage makes a single melee attack with a Shocking Burst Collision Quarterstaff. Regardless of whether he hits or misses, all enemies within 10ft of the Swordmage take 1d8 points of Electricity damage per two levels, to a maximum of 10d8 at 20th level, and are stunned for one round. A successful Reflex save halves the electric damage, while a successful Fortitude save negates the stunning.

If the Swordmage has activated at least two other swordmage art Incantations in this round, the area of effect increases by 10 feet.

Zero-Sum Interrupt

Divination

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 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.