Annulment

Abjuration

The Swordmage makes a sweeping action, as if chopping something near his foe, but his hand is empty. None who witness it can tell, but his foe can - he no longer can call upon the power he once wielded.

This Incantation produces a blockade between the target and his power. Mages cannot reach the flows of Arcana that their spells manipulate, priests cannot reach their deities, psionicists cannot bring their power to bear on the world around them, binders cannot reach vestiges and shadowcasters cannot reach the Plane of Shadow. In short, the target loses any ability that they would lose in an Antimagic Field or Null Psionics Field, for the duration. Extraordinary abilities are not affected.

On a successful saving throw, the target retains its abilities, but takes a -6 penalty to their effective level when determining the effects of their magical abilities (e.g., caster level, manifester level, binder level, etc.) This does not prevent access to higher-level spells, powers, mysteries etc.

Deadly Elegance

Illusion (Shadow)

Even surrounded by seemingly impossible odds, the Swordmage does not fear. Suddenly, there are as many of him as there are enemies, each one thrusting an elegant rapier through a vital area.

This Incantation creates an illusory copy of the Swordmage for each enemy in the area of effect, which promptly impale the foes. If any target fails a Will save to disbelieve the illusion, it believes it has been grievously injured and must make a Fortitude save or die instantly. Even on a successful Fortitude save, it still takes automatic damage as if from a Keen Rapier. A successful Will save negates all effects of this Incantation.

Divinity

Evocation [Art, Light, Good]

Conjuring a sword and shield of solid light, the Swordmage skims along the ground with his newly formed wings, slashing once at each foe in his path. His allies feel a wave of vigor simply by being in his presence.

The Swordmage makes a single melee attack with a Holy Evilbane Longsword against each enemy in the area, each time moving into melee range. This movement does not count against normal movement in a round, but provokes attacks of opportunity as normal. The Swordmage also gains a Flight speed of 60 ft (Perfect) for the duration of this Incantation (if the Swordmage already had a Flight speed, use whichever speed is greater and assume Perfect maneuverability regardless).

After the Swordmage has made his attacks, all enemies in the area are struck for 1d6 Divine damage per two levels. All allies in the area gain temporary hitpoints equal to the Divine damage roll.

Activating this Incantation automatically dispels any Darkness effects of 8th level or lower in the area.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, all allies except the Swordmage in the area of effect also receive the effects of a Lesser Restoration Spell, with a Caster Level equal to the Swordmage's Caster Level. In addition, the Swordmage does not provoke attacks of opportunity for movement during this Incantation.

Electrocute

Evocation [Art, Electricity]

The Swordmage makes a throwing gesture with an empty hand, and a javelin of lightning flies toward his target. Midflight, it transforms into a true lightning strike, electrifying everyone in its path!

The Swordmage makes a single ranged attack roll with a Shocking Burst Distance Javelin and applies it against all creatures in a 60ft line. Any creature hit also takes 15d6 electric damage with a Reflex save for half.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, he may travel with the lightning bolt, appearing at any square it passes through.

Freeze

Evocation [Art, Cold]

Drawing a dart of ice from nothingness, the Swordmage flicks it toward his foe. The attack seems a nuisance at best, until the Swordmage's foe suddenly turns to ice!

The Swordmage makes a single attack with an Icy Burst Dart. If he hits, the target must immediately make a Fortitude save or be affected as the Spell Flesh to Stone except they turn to ice.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the target and all adjacent creatures take 1 point of Cold damage per Caster Level, to a maximum of 20 at 20th, and on a failed Fort save, the adjacent targets may not act on their next turn. The Cold damage ignores any normal resistances and immunity to Cold damage.

Incinerate

Evocation [Art, Fire]

Drawing clasped hands apart, the Swordmage reveals a bar of pure, primal energy. The bar burns hotter than any earthly fire, yet the Swordmage handles it unscathed. He reaches out and touches his enemy, and in a flash, they are reduced to a smoldering pile of ash.

The Swordmage makes a single melee attack with a Fiery Burst Flindbar. If he hits, his target takes 1d8 fire damage per Caster Level. This fire damage ignores up to 20 fire resistance and fire immunity only reduces the damage by half. A successful Reflex save reduces the fire damage by half.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, the target takes an additional point of Fire damage per Caster Level.

Pankratosword

Transmutation [Fire]

And the Swordmage shifted his stance, and there was a gently curved, single-edge sword in his hands, wickedly sharp. As he maneuvered again, those who recognized the maneuver blanched in fear, and with his stroke he cut the uncuttable, his fearsome sword edged to an infinitesimal point, dividing that which could not be. The results are only ruins.

If the attack is not performed immediately, the Swordmage can hold this stance indefinitely but cannot move or take any actions other than speech. Completing the attack is an immediate action, and if the stance is dropped without completion, the Incantation is still expended.

With one incredible swing, you devastate the area ahead of you, dealing 100 fire damage in a 100-ft. cone and stunning all targets in the area for 1 round. These flames, derived from the tearing of the very fabric of reality, sear through any resistances to normal fire and ignore object hardness. A successful Fortitude save halves the damage and negates the stun effect. After executing this attack, the Swordmage is fatigued for the rest of the encounter from exertion.

Intelligent observers can sense the incredible danger of the Swordmage's stance, and may recognize its source with a DC 15 Knowledge (Arcana), Knowledge (History), or Knowledge (Martial) check.

Perfect Strike of the Thrice Betrayer

Illusion (Shadow)

Holding the dagger of shadow loosely in one hand, the Swordmage gestured in turn to those he had just struck. As one, they clutched hands to their chest, gasping at the pain in their hearts.

This Incantation can only be activated after at least one enemy has been successfully struck by an Incantation from the Conjuration (Teleport) sub-school. All foes previously struck by such an Incantation in this round must immediately make a Will save to disbelieve this Incantation, or then make Fortitude save or take 2d6 Strength, 2d6 Dexterity, and 2d6 Constitution damage; on a successful Fortitude save the target takes only 1d6 Strength and 1d6 Dexterity damage.

Prismatic Shield

Abjuration

A blinding light shines from the Swordmage's fore-arm, as a shield of scintillating color appears. Upon bashing his foe with the shield, the effects can be described only as 'interesting'...

Creates a shield which is effectively a small Prismatic Wall that floats adjacent to his off-hand. Other than its size and mobility, the shield is identical to the Spell in effect. The Swordmage may make a Reflex save against any effect blocked by a Prismatic Wall to position the shield correctly so that it does, in fact, block the effect (if the effect does not have a normal way of calculating the save DC, using 10 + half the HD of the attacker + the ability modifier used on the attack). If the effect is one of those that negates a layer of a Prismatic Wall, it does so to the shield as well. Further, physical attacks that involve entering the Swordmage's space trigger the effect on the attacker as if they had walked through a Prismatic Wall. The shield also functions as the Shield spell.

In addition, as an attack action (either as part of the original casting of the Incantation or as a second attack action taken later), the Swordmage may perform a bash with the shield as a melee attack. This attack does not deal physical damage, but if it hits, the Swordmage may roll 1d8 three times and apply the effects rolled on the table below. Repeats, including repeat 8's, are rerolled. After successfully striking with the shield, it dissipates and the Incantation is ended.

Roll Color Effect
1 Red 5d6 points of Fire damage
2 Orange 5d6 points of Acid damage
3 Yellow 5d6 points of Electricity damage
4 Green 10d6 points of damage, as Disintegrate spell (Fortitude half)
5 Blue 5d6 points of Cold damage
6 Indigo Insanity, as the spell (Will negates)
7 Violet 5d6 points of Sonic damage
8 - Reroll twice and combine both effects rolled (continue to reroll repeats)

Ravages of Time

Transmutation

A spiked chain of dark metal coils out of the flesh of the swordmage's arm. Twisting, writhing, growing and shrinking of its own accord, when brought to bear upon the swordmage's enemies, the unwholesome weapon seems to kill time itself.

You conjure a Dancing Adamantine Spiked Chain of Speed and attack with it. Regardless of whether you hit or miss, once the attack is resolved, time seems to slow for all others but you, as per Time Stop, except that the effect only lasts until the end of your next turn. Whilst acting within this round of apparent time, you are free to attack enemies with weapons or Incantations of 5th level or lower, but not through any other means. The enemies are treated as flat-footed due to being unable to move. The spiked chain remains for the duration of apparent time, attacking any target you do as if by the Dancing property.

Upon re-entering the normal time stream, you are disorientated for a short period, becoming dazed for 1 round. Immunity to being dazed does not prevent the swordmage from being dazed by this effect.

Starfury

Evocation

The swordmage raises his hands above his head and four blazing shruikens shoot from his clasped hands, exploding into a hail of shards to decimate his foes.

The swordmage launches four Shurikens from his hands that deal damage as if they were composed of divine energy and use the range of the Incantation ignoring range increments. On impact, each projectile explodes into a hail of shards (1 per 4 levels, maximum 6 per shuriken), each shard may target an enemy within 40 feet of the target of the initial shuriken. Each shard does 1d6 divine damage and a target can make a Reflex save to halve the total damage from shards.

Threadstring Bow

Evocation

Calling upon the power of the Weave itself, the swordmage forms a bow whose bolts will pierce his foe's very life-force.

The swordmage makes a full-attack, each attack is made as if with a Greatbow, but does not deal its usual damage. Instead, each attack that hits deals piercing damage equal to 20% of the target's current HP.

Thunderbluss

Evocation [Sonic]

The Swordmage smirks. At this range, he can't possibly miss.

The swordmage conjures what appears to be a blunderbuss, although only the outline is visible, it's shape poorly defined. Aiming quickly and pulling a trigger, a cloud of glowing spheres fly outwards, striking his opponents with a shattering noise.

Each enemy within range suffers 1d4+3 attacks, one less attack for each ten feet they are away from the user. Each attack is treated as if it was from a Screaming Burst Thundering Heavy Crossbow. In addition, each impact explodes within moments of striking, dealing 1d6 sonic damage to all creatures (including the Swordmage) within 10ft. Any creature damaged by this attack is allowed a Reflex save for half damage, and the save DC decreases by 1 for every 10ft from the Swordmage.

Void

Necromancy [Art, Evil, Darkness]

The Swordmage thrusts the pitch black shortsword into his foe's chest. With a mind-wrenching shriek, reality itself collapses into the shimmering hole left by the blade.

The Swordmage makes a single melee attack with a Unholy Goodbane Shortsword. If he hits, the target must make a Will save or gain 1d4 negative levels. In addition, if the target fails its save, all creatures in the area except the Swordmage take 1d4 Vile damage per two levels and are blinded for 1 round. A successful Will save halves the damage and negates the blindness.

If the Swordmage has activated at least two other Incantations with the Art descriptor in this round, all creatures that take Vile damage from this Incantation are also rendered Helpless for 1 round if they fail a second Will save.