Abjuration
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.
Conjuration (Teleportation)
The Swordmage opens a rift in space and steps through it, unleashing a powerful blow on exiting.
You mark the location you are in, then teleport to a spot within close range, marking that location too. After teleporting you make an attack with an Speed Elven Curve Blade, with the Speed enchantment allowing an additional attack with a 3rd level or lower Incantation. For the duration of the Incantation you may use a swift action to teleport to either marked location and make the attack again, even if the marked location is out of line of sight or range. The Incantation ends once you have used it to teleport a number of times equal to one-fourth your caster level.
Necromancy
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 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 in his hand 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.
Evocation [Force]
Conjuring a shield of gleaming steel with a sword of blood red rubies worked into its face, the Swordmage braces his shoulder behind it, then slams forward into his enemy. The shield bursts upon impact, but the Swordmage's target finds itself trapped within an unbreakable ruby prison.
The Swordmage makes a single melee attack with a Collision Impact Heavy Steel Shield. If he hits and the target fails its Reflex save, his target is immediately surrounded by a cube of force, as the windowless cell version of Forcecage, except that the cell is perfectly sized to hold a creature of whatever size category the Swordmage attacked to a maximum of gargantuan.
Conjuration (Healing)
The Swordmage fell, vision blurring as life seeped from his broken body. Even he could not stand alone forever. But no, he could not die; there was too much that needed doing for him to leave this life just yet. With a surge of energy as much arcane as physical, he righted himself, turning his fall into a retributive attack.
This Incantation can only be activated when the Swordmage would fall below 0 hitpoints, even if the attack would kill him outright. He immediately regains a number of hitpoints equal to one quarter his maximum. In addition, he may immediately make an Attack of Opportunity with an Incantation against the foe that last damaged him, provided he has an Incantation readied with which he could attack the foe.
Using this Incantation is extremely straining on the body. The Swordmage gains one negative level upon completion of this Incantation (including the Attack of Opportunity if it is made). This negative level never results in permanent level loss, but does not go away until the Swordmage has rested for at least 8 hours.
The swordmage forms a massive cylinder of arcane power smashes his foe, unleashing a wave of sound.
The Swordmage makes a melee attack with a huge Keen Nullifying Greatclub. If the attack hits, all creatures in a 30ft cone centered on the target take 6d6 sonic damage and must make a Fortitude save or be deafened 2d6 rounds. Crystalline creatures or crystal objects instead take 1d6 sonic damage per caster level, with a Fortitude save for half. The cone can not penetrate an area of Silence or similar effect.
Illusion (Mind-Affecting)
The Swordmage stared at his opponent, and drew a sword from the air. Their gazes met, and suddenly the man felt the Swordmage stood behind him, sword through his chest. His companions wondered why he died from merely meeting the Swordmage's gaze.
Choose a target within 60ft, they must make a Will save. On a successful save when the Swordmage is not within melee range, this incantation has no effect. On a successful save if the Swordmage is within melee range, the Swordmage attacks with a Longsword. On a failed save at any range the Swordmage attacks with a Vorpal Longsword and scores an automatic critical as if he had rolled a natural 20. Creatures not subject to the Vorpal effect automatically succeed on their save.