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DragoonWraith
2010-04-19, 11:33 PM
This class is mirrored on Fax Celestis's Wiki (http://wiki.faxcelestis.net/index.php?title=Swordmage). The full text of Feats and Incantations can only be found there, as I ran out of space in this post.

This is, as far as I'm aware, completely unrelated to the 4e Swordmage, I just liked the name. I know nothing about that class and any similarity (doubtful) is purely coincidental.

Anyway, this is supposed to be a hybrid between arcane spellcasting and martial maneuvers. I think it's interesting. Primarily, I really want the class to be constantly switching up tactics, using different weapons on every attack, which is what this is designed to do.

It is so far incomplete (need to work on feats and incantations greater than 1st), but before I invest more time in it, I need to make sure the basic concept is sound. Let me know what you think!

http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Swordmage.png
"My magic is a weapon, a keen edge brought to bear against the greatest of foes, and none shall best me in combat." --Nothoreon Kilnarok, Swordmage

The Swordmage is, at the essence, a fighter; he simply uses magic as his weapon instead of steel. While they may carry a mundane or magically enhanced weapon, their true weapon of choice is the constructs of arcana they can call upon at a moment's notice, to suit the situation at hand.

Unlike true spellcasters, the Swordmage is not limited in how many times per day he may use his powers, but unlike mundane warriors, he cannot rely on a single, reliable weapon at all times. His weapons are intensely ephemeral and temporary, and he must call upon new ones constantly, and in a lengthy battle he may find himself bereft of the weapons he needs most. Despite the name, the sword is only one of many weapons a Swordmage will employ in any given battle.

BECOMING A SWORDMAGE
A Swordmage is typically one with sorcerous or otherwise innate arcane talent, but more of a penchant for physical combat than magical. Though hardier than true mages, the Swordmage must rely on their arcane arms and armor in order to stand toe to toe with more solid fighters.

Abilities
Charisma is the most important ability for Swordmages; their force of personality dictates the efficacy of their Incantations, the reality of the blades the conjure and the weapons the evoke, as well as their martial skill with said weapons. At the same time, Swordmages are usually lightly armored and are somewhat fragile compared to more physical combatants, so Dexterity and Constitution are also very important. Swordmages also have a sizable class skill list but only average skill points per level, making Intelligence quite useful.

Alignment
Often Chaotic. Swordmages are not in any way constricted by alignment, but their fighting style appeals to those who are willing to change their strategy at a moment's notice.

Races
Given their penchant for magic and graceful combat, Elves are unsurprisingly often drawn to Swordmagic. Gnomes, as a naturally arcane race, and Halflings, enjoying as they do a bit of chaos, often favor the path of the Swordmage over the mundane warrior, as their small size is less of a hindrance when using Incantations. Humanity, of course, with its large population and adaptable nature, makes up not a small share of Swordmages.

CLASS FEATURES OF THE SWORDMAGE

Hit Die
d8.

Skills
Class Skills
The class skills (and key ability modifier for each) of the Swordmage are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

Skills at 1st Level
(4 + Int modifier) ×4.

Skills per Level Thereafter
4 + Int modifier.

Table 1: The Swordmage
{table=head]Level | BAB | Fort | Ref | Will | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +1 | +0 | +0 | +2 | Weaponized Arcana | 4 | 2
2nd | +2 | +0 | +0 | +3 | Masterful Cant | 4 | 3
3rd | +3 | +1 | +1 |+3 | | 4 | 3 | 2
4th | +4 | +1 | +1 | +4 | Enhanced Cant +1 | 4 | 3 | 3
5th | +5 | +1 | +1 | +4 | Bonus Feat | 4 | 3 | 3 | 2
6th | +6/+1 | +2 | +2 | +5 | Protective Personality | 4 | 3 | 3 | 3
7th | +7/+2 | +2 | +2 | +5 | | 4 | 3 | 3 | 3 | 2
8th | +8/+3 | +2 | +2 | +6 | Enhanced Cant +2 | 4 | 3 | 3 | 3 | 3
9th | +9/+4 | +3 | +3 | +6 | | 4 | 3 | 3 | 3 | 3 | 2
10th | +10/+5 | +3 | +3 | +7 | Arcanized Weaponry, Bonus Feat | 4 | 3 | 3 | 3 | 3 | 3
11th | +11/+6/+1 | +3 | +3 | +7 | | 4 | 3 | 3 | 3 | 3 | 3 | 2
12th | +12/+7/+2 | +4 | +4 | +8 | Enhanced Cant +3 | 4 | 3 | 3 | 3 | 3 | 3 | 3
13th | +13/+8/+3 | +4 | +4 | +8 | | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2
14th | +14/+9/+4 | +4 | +4 | +9 | | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3
15th | +15/+10/+5 | +5 | +5 | +9 | Bonus Feat | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2
16th | +16/+11/+6/+1 | +5 | +5 | +10 | Enhanced Cant +4 | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3
17th | +17/+12/+7/+2 | +5 | +5 | +10 | | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2
18th | +18/+13/+8/+3 | +6 | +6 | +11 | | ∞ | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3
19th | +19/+14/+9/+4 | +6 | +6 | +11 | | ∞ | ∞ | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3
20th | +20/+15/+10/+5 | +6 | +6 | +12 | Enhanced Cant +5, Bonus Feat | ∞ | ∞ | ∞ | ∞ | ∞ | 3 | 3 | 3 | 3 | 3[/table]
Armor and Weapon Proficiencies
Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.

Incantations (Su)
Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives, and they may be used for attacks of opportunity. Incantations are supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered, and do not provoke attacks of opportunity nor require concentration checks. Incantations do not require any components per se, but enough freedom of movement is required to actually make the attack in order to use them.

The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.

Like a Beguiler, a Swordmage knows all of the Incantations on his list, and may cast them spontaneously. In addition to the Incantations specifically listed, he knows a Cantrip, or 0th level Incantation, for each weapon in which he is proficient: this Cantrip simply creates a copy of a perfectly average weapon, and makes a single attack with it.

Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.

Beginning at 14th, the Swordmage gains the ability to cast lower-level Incantations at will; these do not have to be readied before hand, and can simply be used in combat as desired - though the same Incantation cannot be used again once used until the encounter has ended or the Swordmage has Recovered (see below). The Incantations that may be used at will are indicated by a '∞' in the table above.

In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a standard action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively. Upon successfully completing this action, all of his expended Incantations are again readied, but he may not change which Incantations he has readied.

An Incantation's effect is typically to create a "canted weapon" from pure arcana, and attack once with it. This attack typically has side-effects and other benefits associated with it. The weapon is considered magical for the purposes of overcoming Damage Reduction, but is otherwise identical to a perfectly average Medium-sized weapon of the appropriate type unless otherwise indicated by the Incantation's description, regardless of the Swordmage's own size. However, a Swordmage never suffers penalties due to wielding an inappropriately-sized canted weapon, unless the Incantation's description adds specific size penalties (and this penalty will be the same for Swordmages of all sizes).

A Swordmage threatens any squares he could attack with any of his readied but unexpended Incantations.

Weaponized Arcana
In place of the usual Strength or Dexterity modifiers on attack and damage rolls, a Swordmage uses his Charisma modifier when using Incantations. If a weapon uses a multiplier on either the Strength or Dexterity modifier (exempli gratia, 1.5x Strength on a two-handed weapon, 0.5x Strength on an off-hand weapon), the same multiplier applies to his Charisma modifier.

Masterful Cant
At 2nd level, the Swordmage gains knowledge of a Cantrip for each martial weapon, and may use these even if not proficient with the actual weapons.

In addtion, all weapons created with Incantations are considered at least Masterwork.

Enhanced Cant
Starting at 4th level, all weapons from Incantations gain a +1 enhancement bonus. This bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). If an Incantation specifically gives the canted weapon an enhancement bonus, the two do not stack, simply use the greater of the two. Any special abilities of the canted weapon remain on the weapon.

Protective Personality
At 6th level, a Swordmage's constant use of Incantations has created a residual effect on him, and he can effortlessly surround himself in swirls of arcana to protect himself. He gains a Deflection bonus to AC equal to his Charisma modifier, so long as he has (or would have) his Dexterity bonus to AC.

Bonus Feat
At 5th, 10th, 15th, and 20th levels, the Swordmage gains a bonus feat from the following list. He must meet all requirements for a feat in order to select it.


Swordmage Bonus Feat List
Adamantine Incantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Adamantine_Incantations) , Align Incantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Align_Incantations), Blind Fight, Cloak Dance, Combat Expertise, Combat Reflexes, Dodge, Energized Incantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Energized_Incantations), Exotic Incantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Exotic_Incantations), Favored Incantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Favored_Incantation), Fleet of Foot, Incantation of Choice* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Incantation_of_Choice), Incantation Focus* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Incantation_Focus), Incantation Specialization* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Incantation_Specializati on), Innate Cant* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Innate_Cant), Iron Incantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Iron_Incantations), Cantrip Initiation* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Cantrip_Initiation), Martial Study (Tome of Battle), Martial Stance (Tome of Battle), Metacantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Metacantations), Mobility, Run, Sidestep Charge, Silver Incantations* (http://wiki.faxcelestis.net/index.php?title=Swordmage#Silver_Incantations), Spring Attack, Superior Expertise, Weapon Focus
*: New Feat Described in Link.

Arcanized Weaponry
Starting at 10th level, a Swordmage may, while casting an Incantation, apply any enhancement bonuses or special abilities found on any actual weapon he is wielding, to the weapon granted by the Incantation. The canted weapon's enhancement bonus cannot exceed +5, nor can its total equivalent enhancement bonus exceed +10. The weapon is considered as if it does not have these bonuses or abilities until the beginning of the Swordmage's next turn.

Multiclass Swordmages
Swordmagic is at the crossroads between true arcane spellcasting and mundane martial maneuvers. As such, Swordmages are known to be excellent at both pursuits: one adds ¾ of his Swordmage level to all his Initiator Levels, instead of ½, and one also adds ½ his Swordmage level to any other Arcane Caster Levels (unless the Caster Level in question is already adding more than ½; this would not stack, for example, with a bonus akin to the Ur-Priest's). Note that this is considered to be a part of the base Initiator and Caster Levels, not bonuses, and so they are always added before any bonuses and penalties (most notably Practiced Spellcaster).

Swordmages can also qualify for any Prestige Class that requires a Caster Level or the ability to cast Spells of a particular level, by having the appropriate Caster Level or being able to cast Incantations of the same level. He does not, however, have Spell Slots, so he cannot cast any spells that he might gain as Spells Known through Prestige Classes.

INCANTATIONS

0th Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#0th_Level_Incantations)
Cantrips - Summon a weapon and attack once with it.
1st Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#1st_Level_Incantations)
Berserker Axe - Attack with Power Attack, scare witnesses.
Blinkplate - Gain 8 Armor AC against three attacks of your choice.
Charge Breaker - Attack with a halberd and prepare for a charge.
Charged Arcana - Make a Ride-By Attack Charge.
Critical Point - Make an attack with Rapier and Improved Critical, and critical threats automatically confirm.
Daggerhail - Conjure a burst of small knives to lacerate foes in an area.
Grappling Hook - Attack a foe at range and drag them to you or you to it.
Light Bow - Attack a foe with a glowing arrow that illuminates the area and causes Daze.
Piercing Spear - Spear attack ignores damage reduction, cover, and concealment.
Rending Claws - Attack with a pair of punchdaggers, deal extra damage if both hit.
Rope Cant - Thrown bola entangles foes.
Sable Whip - Illusionary whip convinces foes they've been disarmed.
Scourge - Attack with a holy flail that Turns Undead.
Soul Harvester - Attack with the Cleave feat, gain extra damage on Cleave attack based on first foe's former HP.
Sword and Board - Gain a Sword for a single attack and a Shield for the round.
Upender - Trip with Improved Trip.
2nd Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#2nd_Level_Incantations)
Bleed Out - Spiked gauntlets leave a foe bleeding profusely.
Blink Dagger - Teleport to foe and stab them.
Cleaving Axe - Attack with the Cleave feat, use different Incantation on follow-up.
Fellfrost Cross - Attack with two shortswords, leave foes suffering from frostbite and hypothermia.
Iron of the Mind - Attack with a crossbow that uses Cold Iron bolts.
Purification - Attack with a silver longsword or warhammer.
Megaton Hammer - Giant hammer stuns enemies.
3rd Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#3rd_Level_Incantations)
Balmung - With this dragonslayer's sword, dragons no longer seem so frightening.
Blade of Woe - Those killed after feeling this blade briefly rise again as zombies or skeletons under your command.
Burn (Art) - Whirlwind attack with a flaming sword.
Disruptive Discharge - Interrupt spellcasting with an electric arrow.
Enchanted Gladius - This stout and sturdy sword stands stalwart against the subtle sinistry of abberations.
Everdark (Art) - Sling fires a vile bullet that blinds foes.
Frost (Art) - Icy gauntlet chills foes to the bone, limiting their actions.
Purify (Art) - Divine bow destroys the undead.
Sherwood Bow - This hunter's bow can attack twice as fast, and brings down mighty beasts quickly.
Shock (Art) - Throw a shocking dagger that can paralyze foes.
Silence Glaive - This spear can Silence enemies.
Quickblade - A single attack with this dagger makes you faster.
Radiance - This golden blade of light ignores armor and burns foes.
Sever Gravity - Allows you to Fly, as the spell.
Stonehew - This enormous pick goes through earth and stone like butter.
Sunder - A blow from this hammer damages constructs, leaving a weak spot for follow-up attacks.
4th Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#4th_Level_Incantations)
Chain of Despair - Attack with a spiked chain and bestow a curse upon your target.
Dragoon Leap - Jump into the air and impale a foe on your halberd.
Echo Blade - This knife will echo every one of your attacks for the round.
Hammer of Return - Throwing hammer banishes outsiders.
Mighty Cleaving Axe - as Cleaving Axe, but Mighty Cleaving!
Star of Courage - A brilliant mace encourages your allies and demoralizes your enemies.
Tempest Attrition - Parry attacks and counter.
5th Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#5th_Level_Incantations)
Daggerwing - Summons wings with blades for feathers, to guard yourself or attack your foes.
Dominating Whip - Whip dominates humanoid foes.
Earth Rod - Staff fossilizes enemies.
Lightning Fury - Throw a lightning bolt that splinters into dozens more.
Needle of Light - This thinblade scores a critical fully half the time!
Thrice-Betraying Dagger - Attack three foes at once with a powerful teleportation effect.
Winter's Breath - Shuriken summons a whirlwind to pull foes out of the fight temporarily.
6th Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#6th_Level_Incantations)
Assassin's Guile - Sneak a bit of extra damage to those who have been attacked by your teleportation effects.
Blaze (Art) - Punch out foes with a flaming gauntlet, cause an explosion.
Brilliance (Art) - A shining blade of justice blinds all but the purest of hearts.
Dance of Blades - Summon longswords to surround you and fight for you.
Ice (Art) - Shatter an icy flail and the resulting blizzard freezes an area and batters foes.
Kinslayer - Dominate your foe with a strike.
Memory Cutter - Cut away some of your foe's experience.
Mordenkainen's Sword - Summon a sword to fight for you.
Null (Art) - Vile chains fill the area with cloying darkness.
Return to Dust - Net entangles foes and disintegrates their remains.
Stun (Art) - A whack with this staff releases a discharge that stuns all around you.
Zero-Sum Interrupt - An attack so fast the foe bleeds before they are even hit, circumventing all defenses.
7th Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#7th_Level_Incantations)
Blade of Fate - Strike at your foes and gain incredible fore-knowledge of their movements for the rest of the round.
Chaos Blade - Make a full-attack as a standard action, with a better attack bonus.
Flaming Sword of the Wrath of God - This sword is absolute anathema to the chaotic and the evil.
Graviton Hammer - Hammer reverses gravity.
Subtle Knife - Cut your way into a whole new world.
Unleash the Sun - Don a helmet forged from the sun itself.
8th Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#8th_Level_Incantations)
Cut Off - Separate your mind from others, protecting it from danger.
Don't Fear - With a coup de grace, trap a foe's soul.
Ruby Prison - Trap foes in a personalized Forcecage.
Thunderclap - Blast your foes with a wave of sound.
The Warrior Returning - When about to die, instead heal yourself and take an attack of opportunity against your would-be killer.
Will Blade - An illusory sword can nonetheless be really fatal.
9th Level Incantations (http://wiki.faxcelestis.net/index.php?title=Swordmage#9th_Level_Incantations)
Annulment - Eliminate the supernatural powers of others.
Deadly Elegance - Shadow copies impale nearby foes.
Divinity (Art) - Gain angel wings, smite foes, and bolster allies.
Electrocute (Art) - Thrown javelin becomes an incredible bolt of lightning, damaging and stunning all in its path.
Freeze (Art) - This icy dart freezes foes solid.
Incinerate (Art) - Attack with a fiery flindbar.
Pankratosword - A sword so fine it can cut the indivisible, unleashing destruction and devastation.
Perfect Strike of the Thrice Betrayer - All those whom you've betrayed before take crippling damage from a shadow strike.
Prismatic Shield - Use a bit of Prismatic Wall as a shield.
Ravages of Time - Act at twice your normal speed.
Starfury - Four shurikens of light explode and attack secondary targets.
Threadstring Bow - Attack with your very soul.
Thunderbluss - A shotgun blast devastates foes.
Void (Art) - This vile strike can slay a foe outright, and blind those who witness it.

IMAGE CREDITS
The image for this class is heavily adapted (and rather poorly) from Anima: ??? no. 1 (http://wen-m.deviantart.com/art/Anima-no-1-45013938) by Wen M. All credit to him for the excellent image, all blame to me for the horrid mangling.

Tinydwarfman
2010-04-20, 12:06 AM
This is fantastically cool. I can't wait for the higher level incantations.

Can a swordmage ready incantations of his/her highest level with impunity? Also, as it is, a swordmage will never run out of incantations any time soon at any level above 5. When do encounters last 15 rounds?

arguskos
2010-04-20, 12:06 AM
Ok, looks like it's safe to post. Overall, I like it, though I'm going to wait for more and higher level incantations before judgment. Also, I dislike the name "incantation". It needs another, more weaponized, name, but I'm blanking on something good.

However, I'm grouchy at this moment, since after that magical weaponry thread and then reading the spellblade class in Arcana Evolved, I was mulling over a base class that conjures weapons and smacks people with them. :smalltongue:

Milskidasith
2010-04-20, 12:59 AM
Armor and Weapon Proficiencies
Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.

This, along with the base stats, are weak.


Incantations (Su)
Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives, and they may be used for attacks of opportunity. Incantations are supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered, and do not provoke attacks of opportunity nor require concentration checks.

The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.

Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.

In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a standard action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively.

A Swordmage threatens any squares he could attack with any of his readied but unexpended Incantations.

Like a Sorcerer, a Swordmage only knows a limited number of Incantations. The number of Incantations known by the Swordmage at each level is given below. Also like a Sorcerer, the Swordmage may replace any Incantation he knows for another of the same level at each even level starting at 4th.

Incantations Known
{table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 2
2nd | 3
3rd | 3 | 2
4th | 3 | 3
5th | 4 | 3 | 2
6th | 4 | 3 | 3
7th | 4 | 4 | 3 | 2
8th | 4 | 4 | 3 | 3
9th | 4 | 4 | 4 | 3 | 2
10th | 4 | 4 | 4 | 3 | 3
11th | 5 | 4 | 4 | 3 | 3 | 2
12th | 5 | 4 | 4 | 3 | 3 | 3
13th | 5 | 5 | 4 | 3 | 3 | 3 | 2
14th | 5 | 5 | 4 | 3 | 3 | 3 | 3
15th | 6 | 5 | 4 | 3 | 3 | 3 | 3 | 2
16th | 6 | 5 | 4 | 3 | 3 | 3 | 3 | 3
17th | 6 | 5 | 5 | 3 | 3 | 3 | 3 | 3 | 2
18th | 6 | 5 | 5 | 4 | 3 | 3 | 3 | 3 | 3
19th | 6 | 6 | 5 | 4 | 4 | 3 | 3 | 3 | 3
20th | 6 | 6 | 5 | 4 | 4 | 4 | 3 | 3 | 3[/table]
In addition, the Swordmage knows a Cantrip, a very simple Incantation, effectively 0th level, for every weapon in which he is proficient. Using a Cantrip simply creates the matching weapon, forged from pure arcana, for a single attack. This weapon is considered magical for the purposes of overcoming damage reduction, but is otherwise identical to a perfectly average example of the weapon.


Notes: This looks like it could wind up being the Soulknife problem; your primary class feature is just having weapons. That is bad with a capital B, but I haven't read the incantation list yet. Cantrips seem overpowered, because with free enchantment bonuses, you get free +Xs. Also, what is the difference between different levels of incantations? I mean, if you simply ready the incantations, why would you ever ready more than just your top few levels of incantations, since they cost the exact same amount as the weaker ones?


Unless noted otherwise, Incantations always use Medium-sized weapons, even if cast by a Swordmage of a different size.

This is flat out stupid. I don't know what you are trying to solve with this, but making anybody who isn't a generic humanoid unable to play the class is a *bad* idea. I mean, why can't halflings play? Why can't you get buffed up like other classes? It's no more degenerate on this than on any other size abuser.


Weaponized Arcana
In place of the usual Strength or Dexterity modifiers on attack and damage rolls, a Swordmage uses his Charisma modifier when using Incantations. If a weapon uses a multiplier on either the Strength or Dexterity modifier (exempli gratia, 1.5x Strength on a two-handed weapon, 0.5x Strength on a light weapon), the same multiplier applies to his Charisma modifier.

SAD, nice.


Masterful Cant
At 2nd level, the Swordmage gains knowledge of a Cantrip for each martial weapon, and may use these even if not proficient with the actual weapons.

In addtion, all weapons created with Incantations are considered at least Masterwork, unless the Incantation in question specifies that they are superior.

At least masterwork, unless they are superior is a bit redundant. Also, knowing all martial weapons seems to remove the whole point of "the only cantrips you know are weak versions of higher level incantations" but since cantrips are (despite being strong for a cantrip) totally worthless considering all you want are your higher level incantations, it's not a big deal.


Enhanced Cant
Starting at 4th level, all weapons from Incantations gain a +1 enhancement bonus. This bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). If an Incantation specifically gives the canted weapon an enhancement bonus, the two do not stack, simply use the greater of the two.

+5 cantrips is the issue here, but the point is to make stuff scale, which is nice.


Multiclass Swordmages
Swordmagic is at the crossroads between true arcane spellcasting and mundane martial maneuvers. As such, Swordmages are known to be excellent at both pursuits: one adds ¾ of his Swordmage level to all his Initiator Levels, instead of ½ (essentially, add his BAB from Swordmage levels to his Initiator Level), and one also adds half his Swordmage level to any other Arcane Caster Levels. Note that this is considered to be a part of the base Initiator and Caster Levels, not bonuses, and so they are always added before any bonuses and penalties (most notably Practiced Spellcaster).

This can probably be used for strange things. Also, can this be advanced by caster PrCs that only require a caster level?

[
spoiler]Berserker Axe
Enchantment (Compulsion) [Mind-Affecting] [Fear]
Level: Swordmage 1
Casting Time: 1 attack action
Range: Melee Attack
Area: Emanation with a radius of 5 ft./level
Duration: 1 round
Saving Throw: Will Negates
A marked change has taken over the graceful and poised Swordmage: with a terrific greataxe in his hands, he seems a colossal beast of war and violence, and all who see him cannot help but tremble in fear.

With this Incantation, the Swordmage makes a single melee attack with a canted Masterwork Greataxe, and all enemies within 5 ft./level of either the target or the Swordmage must make a Will save or become shaken for 1 round. For that attack, the Swordmage is treated as having the Power Attack feat, and the Save DC for the Incantation increases by +1 for every 3 attack bonus sacrificed for the feat.

Shaken isn't bad when you get it, though seeing as this class really doesn't have the BAB for good power attacking, the PA feature isn't quite as useful as it could be.


Charged Arcana
Evocation (Air)
Level: Swordmage 1
Casting Time: 1 full round action
Range: Charge
Borne aloft by the very winds, the Swordmage races across the battlefield, a lance of the winds themselves spear-heading the charge.

This Incantation causes the Swordmage to Charge up to 90 ft., and may make the Charge as if with the Ride-By Attack feat (that is, continuing to move past the target such that the total distance is no greater than 90 ft.). The attack is made with a Masterwork Lance.

I don't understand why the charge limit is 90 feet; it seems a rather arbitrary number, and it isn't really based off normal charging distances for the only creatures capable of playing this class effectively (medium creatures).


Critical Point
Evocation [Force]
Level: Swordmage 1
Casting Time: 1 attack action
Range: Melee Attack
With a flourish, the Swordmage thrusts his new rapier of force into a foe's weak point, with devastating results.

This Incantation makes an attack with a Masterwork Rapier, and for this attack the Swordmage is considered to have the Improved Critical feat. Furthermore, he automatically succeeds on a critical threat with this attack. This Rapier is made of force, and is therefore effective against Incorporeal targets.

The generic critical build, all in one incantation. Nice and simple.

[
size=3]Daggerhail[/size]
Conjuration (Creation)
Level: Swordmage 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius Burst
Saving Throw: Reflex halves
With a motion as if throwing something into their midst, despite his empty hand, the Swordmage conjures myriad tiny needles that fall among them with deadly results.

All targets within the affected area are damaged as if attacked with a Small Masterwork Dagger thrown by the Swordmage, unless they make a Reflex save in which case the damage is halved. Roll damage separately for each target. The number of daggers per target increases by one for every 6 Caster Levels the Swordmage possesses, for a max of 4 at 18.

1d3+cha in an AoE is not particularly impressive, even at level 1.


Light Bow
Evocation (Light)
Level: Swordmage 1
Casting Time: 1 attack action
Range: Ranged Attack
Duration: 1 round/level
Nocking an imaginary arrow, as the Swordmage draws a bow of pure light appears in his hands, with an equally pure shaft of light for an arrow. Releasing, the light illuminates as it flies, and flies truer than any arrow.

With this Incantation, the Swordmage makes a single ranged attack with a Masterwork Composite Longbow, with a "Strength" rating exactly matching his Charisma modifier. For this attack, the Swordmage is treated as having the Precise Shot feat, and the target of the arrow (or the place where it lands, if it misses) is treated as if it had the Light spell cast upon it. The light from the arrow lasts 1 round/level after being fired.

I'd honestly rather use the cantrip version of this spell, simply because until level 4, the cantrip goes through DR/magic and this doesn't.


Sable Whip
Illusion (Shadow)
Level: Swordmage 1
Casting Time: 1 attack action
Range: 15 ft. Reach Melee Attack
Saving Throw: Will disbelief
A whip of shadow snakes its way from the Swordmage's hands to his opponent's weapon; it seems impossible for a thing to move like that, to grab the weapon, but indeed it does.

This incantation makes a Disarm attempt with a Masterwork Whip; for the purposes of this attempt, the Swordmage is treated as having the Improved Disarm feat, and the whip as if it were not a light weapon. Moreover, unless the target makes his Will save, the attempt automatically succeeds.

Automatic success is not a good thing to allow in a game. Especially since this is an illusion, shouldn't disbelief mean it doesn't even work, not that you just get an improved attack?


Soul Harvester
Necromancy
Level: Swordmage 1
Casting Time: 1 attack action
Range: Melee Attack
The monstrous onyx-black scythe the Swordmage suddenly wields seems to feast on the soul of the goblin he cuts down, and it immediately hungers for more: faster than the eye can follow, the scythe carves a path through the next goblin before vanishing.

This Incantation makes a melee attack with a Masterwork Scythe. For this attack, the Swordmage is treated as having the Cleave feat, and if activated, the subsequent attack deals extra damage equal to the total health the dropped enemy had before this Incantation.

This is... interesting, if you can set it up. Does it only take one cast for this to work? Since each attack in a full attack is a separate incantation, wouldn't the cleave attack be a separate one as well?


Sword and Board
Abjuration (Force)
Level: Swordmage 1
Casting Time: 1 attack action
Range: Self and Melee Attack
Duration: 1 round
Reaching up as if grasping the air, suddenly the Swordmage's hands are filled - with a translucent sword in one hand, and a glowing plane of force in the other. In one simple motion, the Swordmage follows through with his sword-stroke, and pivots back into a defensive position behind the shield as the sword disappears.

With this Incantation, a Swordsage creates a Masterwork Longsword and a Masterwork Heavy Shield of pure Arcana, and makes a single melee attack with the sword. He retains the shield until his next turn, gaining a +2 Armor bonus to AC for the round. This shield is weightless and does not encumber him, and even momentarily dissipates during following attacks should it get in the way; he takes no penalties of any kind for having the shield, and no further actions on the Swordmage's part can remove the AC bonus. The shield is also made from Force, which makes it effective against incorporeal attacks, but the sword is not.

It's like being a S&B fighter, without the weakness of actually needing to buy an animated shield.


Upender
Evocation
Level: Swordmage 1
Casting Time: 1 attack action
Range: Reach Attack
Summoning a guisarme, the Swordmage sweeps his opponents legs out from under him, knocking him to the ground.

This Incantation makes a Trip attempt with a Masterwork Guisarme, and the attempt is treated as if the Swordmage has the Improved Trip feat, including the subsequent attack on success. The Swordmage uses his Charisma modifier in place of his Strength modifier for the Trip check. A Swordmage with this Incantation readied but unexpended is treated as threatening squares 10 ft. away, as if he had a medium-sized reach weapon equipped. This does not affect his ability to threaten adjacent squares.[/spoiler]

The second part is redundant since that is already explained earlier. As for this: It's a trip attempt, woo?

Basically, this is still a giant soulknife problem. You have mediocre base stats for a melee class, and *every* one of your incantations is "I have the relevant weapon, enchanted far worse than it should be, and one relevant feat, in a multi feat chain, to do another classes schtick." Your class features are getting WBL earlier than normal and having an occasional floating feat and a few weak and mostly flavorful effects on *some* of your attacks (light spell, shaken? Those aren't really that good), and unless you include blatently overpowered incantations later on, I just don't see this class being any better than on the weak end of T5.

As an example, the fighter is T5, and he can simply buy a weapon to get one half of your incantations, and he has ten more bonus feats than you have floating feats from incantations, so he can do all of your various schticks with the same level of mediocrity as you, *and* focus one or two feats into a particular chain so he can do something relevant when he's allowed to, *and* his weapon is enchanted earlier.

EDIT: In fact, this even has the same problem of design the soulknife had; it's meant to be a hybrid class that uses magic (or psionics) to preform feats in melee, but it has no actual magical abilities, just a weapon, and the only reason it's even magical is because the fluff supports it. I could rename this class the weapon master, replace the attack action section with "automatically gain the quick draw feat at level 1, for 5gp buy a special "bag of the weapon master" that contains any weapon you need", call incantations techniques, and nobody would realize the class was supposed to be magical; it would just be a guy who's design is to flip around with lots of weapons.

Anarril
2010-04-20, 09:40 AM
Nice idea! I especially like that it has the potential to be pretty balanced (highly depending on your higher incantations of course (sp?)) while filling a whole new archetype.
One potential problem might be that it has hardly any interaction with gear or feats (except for +Charisma items). That means that its very hard to improve any of your class features with gear/feats, which means its impossible to specialize/optimism your character (except for the choices in incantations known). But maybe I'm missing something (sleep has not entirely left my brain yet :smallredface:). (edit: I just saw you'r working on feats)

@Milskidasith I think at least most of your issues could be fixed by waiting for higher level incantations. The goal of the class seems to be: give damage, crowd control, (de)buffing and utility through the medium of weapon attacks. Like the bow: at least part of its use is not damage but utility. And that would make it a whole lot better than the soulknife. I agree with most of your criticisms/praise of the individual incantations though.

Edit: I just realized that a long time ago someone made a (pretty nice) class (http://forums.gleemax.com/showthread.php?t=950285) with the same name and the same image :smallamused:. Are you the same person doing a retake on the concept or is it just a funny coincidence?

Anonymouswizard
2010-04-20, 09:52 AM
I haven't read the class through yet although the idea seems good. But just as a question:


[spoiler]Unless noted otherwise, Incantations always use Medium-sized weapons, even if cast by a Swordmage of a different size.

Do you mean always deals damage as a medium sized weapon?

Rauthiss
2010-04-20, 10:12 AM
This is so awesome, but it needs polish. The idea, though - a fightermage who conjures weapons out of pure arcane force - sounds epic.

DragoonWraith
2010-04-20, 10:50 AM
This is fantastically cool. I can't wait for the higher level incantations.

Can a swordmage ready incantations of his/her highest level with impunity? Also, as it is, a swordmage will never run out of incantations any time soon at any level above 5. When do encounters last 15 rounds?
They're attack actions. So you're using one per iterative, plus an AoO (or multiple if you have Combat Reflexes) per round. I see a Swordmage on hard burn going 3-4 rounds before needing to recover, or at least that was the design intent.


Ok, looks like it's safe to post.
Ya know, now that you mention it... I should definitely have reserved another post. Ah, well.


Overall, I like it, though I'm going to wait for more and higher level incantations before judgment.
Of course. It was mostly the "spells as attack actions" that I wanted PEACHed at this stage of the game.


Also, I dislike the name "incantation". It needs another, more weaponized, name, but I'm blanking on something good.
I literally spent hours searching for a better name. Went to several online thesauruses, wracked my brain, drew up a list of all the words D&D already uses hoping to see a blank, but couldn't come up with anything better. "Techniques" (as Milski points out) was too mundane, and "tricks" has unfortunate side-definitions that I did not want to run afoul of (plus there is the possibility for confusion with Skill Tricks).

At the same time... the name has grown on me somewhat. The ability to refert to the weapons granted by Incantations as "canted weapons" is very useful for writing about them without awkward phrases like "weapons granted by Incantations" littering the text everywhere.


However, I'm grouchy at this moment, since after that magical weaponry thread and then reading the spellblade class in Arcana Evolved, I was mulling over a base class that conjures weapons and smacks people with them. :smalltongue:
Hahaha, sorry dude. There's a reason I made that thread ya know. Not familiar with Spellblade (or Arcana Evolved; third party?), what's that like?


This, along with the base stats, are weak.
Intended to be. You're supposed to be relying on Incantations much as the Wizard relies on spells.


Notes: This looks like it could wind up being the Soulknife problem; your primary class feature is just having weapons. That is bad with a capital B, but I haven't read the incantation list yet. Cantrips seem overpowered, because with free enchantment bonuses, you get free +Xs. Also, what is the difference between different levels of incantations? I mean, if you simply ready the incantations, why would you ever ready more than just your top few levels of incantations, since they cost the exact same amount as the weaker ones?
Yes, I am aware of the Soulknife problem; more on that later.

As for Readying - hopefully, for the same reason that martial adepts don't ready just 9th level maneuvers. If I get the balance right, anyway.


This is flat out stupid. I don't know what you are trying to solve with this, but making anybody who isn't a generic humanoid unable to play the class is a *bad* idea. I mean, why can't halflings play? Why can't you get buffed up like other classes? It's no more degenerate on this than on any other size abuser.
Poorly written; I meant they did damage as a medium-sized weapon. Might still be stupid, but it's meant to be a benefit for Halflings, not a hindrance.


SAD, nice.
Yeah, in a lot of ways I don't like SAD conceptually but D&D simply fails horribly at MAD.


At least masterwork, unless they are superior is a bit redundant. Also, knowing all martial weapons seems to remove the whole point of "the only cantrips you know are weak versions of higher level incantations" but since cantrips are (despite being strong for a cantrip) totally worthless considering all you want are your higher level incantations, it's not a big deal.
Perhaps a bit redundant, but I wanted to be clear that this doesn't override better stats printed in any given Incantation. Though I guess magically enhanced weapons are still Masterwork. *shrug*

Yes, the Cantrips are a bit different than their analogues in spellcasting; I just needed a name for them, and as mentioned above I was having a lot of difficulty naming things.


+5 cantrips is the issue here, but the point is to make stuff scale, which is nice.
Right. +5 at level 20 is pathetic, but if you're reduced to Cantrips (which... probably will never happen at high levels, but whatever), at least they're something.


This can probably be used for strange things. Also, can this be advanced by caster PrCs that only require a caster level?
Probably; I'll need to put a condition in there for things that use the full Caster Level for things. It's probably still a bad idea, but I like the way it emphasizes the hybrid nature. That was very much jotted out before I went to sleep.

As for Prestige Classes, I in fact intended to allow the Swordmage to qualify for any that need X level Spells using Incantations of the same level, too. Forgot to write that up.


Shaken isn't bad when you get it, though seeing as this class really doesn't have the BAB for good power attacking, the PA feature isn't quite as useful as it could be.
It's also a 1st level Incantation.


I don't understand why the charge limit is 90 feet; it seems a rather arbitrary number, and it isn't really based off normal charging distances for the only creatures capable of playing this class effectively (medium creatures).
The winds are supposed to be a "mount" here, though honestly I pulled 90 ft. out of my ass.


The generic critical build, all in one incantation. Nice and simple.
Yay! I got one right.


1d3+cha in an AoE is not particularly impressive, even at level 1.
K. Wasn't honestly sure, so I was conservative on that one. Considering it takes a full standard action, probably worth upping it.


I'd honestly rather use the cantrip version of this spell, simply because until level 4, the cantrip goes through DR/magic and this doesn't.
Uhhh... this does too. Or, at least, is intended to. Did I write that clause only for Cantrips? I'll have to go back and edit that.


Automatic success is not a good thing to allow in a game. Especially since this is an illusion, shouldn't disbelief mean it doesn't even work, not that you just get an improved attack?
This is the last Incantation I wrote, just before the multiclass thing. I sort of vaguely had an idea of what I wanted but it really wasn't fully thought out.


This is... interesting, if you can set it up. Does it only take one cast for this to work? Since each attack in a full attack is a separate incantation, wouldn't the cleave attack be a separate one as well?
Oooh, good call - yeah, I think using another Incantation on the follow-up attack... well, it doesn't make sense as you're supposed to be using the same scythe. As for balance, though, that would be rather interesting. Hmm... thoughts? Anyway, I do like the effect on this one.


It's like being a S&B fighter, without the weakness of actually needing to buy an animated shield.
Yup, I liked that one. Actually the first Incantation I wrote.


The second part is redundant since that is already explained earlier. As for this: It's a trip attempt, woo?
It wasn't explained earlier when I wrote it, heh. Anyway, yeah, it's a trip attempt. I figured Tripping is a rather good maneuver to begin with that it didn't really need extra bennies on top, at least at level 1. Possible that I was mistaken.


Basically, this is still a giant soulknife problem. You have mediocre base stats for a melee class, and *every* one of your incantations is "I have the relevant weapon, enchanted far worse than it should be, and one relevant feat, in a multi feat chain, to do another classes schtick." Your class features are getting WBL earlier than normal and having an occasional floating feat and a few weak and mostly flavorful effects on *some* of your attacks (light spell, shaken? Those aren't really that good), and unless you include blatently overpowered incantations later on, I just don't see this class being any better than on the weak end of T5.

As an example, the fighter is T5, and he can simply buy a weapon to get one half of your incantations, and he has ten more bonus feats than you have floating feats from incantations, so he can do all of your various schticks with the same level of mediocrity as you, *and* focus one or two feats into a particular chain so he can do something relevant when he's allowed to, *and* his weapon is enchanted earlier.
To all of this, my response is that clearly, I should have written up some higher level Incantations before submitting, because yes, I know. The idea is that the Cantrips mimic perfectly normal weapons you can buy, the 1st level Incantations mimic normal weapons plus a low-level feat plus a minor side-effect, and thereafter Incantations become more powerful in much the way that feats don't (usually). I'm aiming to make this similar to a martial adept in balance, but also remember that as attack actions, using multiple Incantations per round becomes the norm past level 7, so I didn't want to make them too powerful. Might have over-compensated there, but yes, I am very much trying to avoid the Soulknife problem. Let me know how I do on that as this moves forward, and I'd be very appreciative.


EDIT: In fact, this even has the same problem of design the soulknife had; it's meant to be a hybrid class that uses magic (or psionics) to preform feats in melee, but it has no actual magical abilities, just a weapon, and the only reason it's even magical is because the fluff supports it. I could rename this class the weapon master, replace the attack action section with "automatically gain the quick draw feat at level 1, for 5gp buy a special "bag of the weapon master" that contains any weapon you need", call incantations techniques, and nobody would realize the class was supposed to be magical; it would just be a guy who's design is to flip around with lots of weapons.
Sure, but it's fluff, you could probably do that with just about anything if you try hard enough. Anyway, hopefully the higher level Incantations will offer a more magical flair?


Nice idea! I especially like that it has the potential to be pretty balanced (highly depending on your higher incantations of course (sp?)) while filling a whole new archetype.
Heh, as Milski mentions, not so new. But yeah, at least the visuals should be quite unique.


One potential problem might be that it has hardly any interaction with gear or feats (except for +Charisma items). That means that its very hard to improve any of your class features with gear/feats, which means its impossible to specialize/optimism your character (except for the choices in incantations known). But maybe I'm missing something (sleep has not entirely left my brain yet :smallredface:). (edit: I just saw you'r working on feats)
Yeah, working on feats. And spells have the same issue, no? But I may put in some class features to maybe do something with this.


@Milskidasith I think at least most of your issues could be fixed by waiting for higher level incantations. The goal of the class seems to be: give damage, crowd control, (de)buffing and utility through the medium of weapon attacks. Like the bow: at least part of its use is not damage but utility. And that would make it a whole lot better than the soulknife. I agree with most of your criticisms/praise of the individual incantations though.
Yes. Basically, a highly versatile fighter-type, even more so than martial adepts, but with more temporary effects.


Edit: I just realized that a long time ago someone made a (pretty nice) class (http://forums.gleemax.com/showthread.php?t=950285) with the same name and the same image :smallamused:. Are you the same person doing a retake on the concept or is it just a funny coincidence?
I believe that I found the image when doing a Google search for Swordmage and finding that thread (I didn't even notice the first time that it was a homebrew Swordmage D&D class, as I went straight to the image rather than let the page itself load, but had to find it again for the image credits). As far as I can tell, it's a remake of the 4e class for 3.5. I know nothing about 4e or the 4e Swordmage, and I didn't read that thread, sooo... I can't tell you anything about it.


I haven't read the class through yet although the idea seems good. But just as a question:

Do you mean always deals damage as a medium sized weapon?
Yeah, that's the one.


This is so awesome, but it needs polish. The idea, though - a fightermage who conjures weapons out of pure arcane force - sounds epic.
Certainly does. Thanks muchly to Milski for pointing out the potential problems thus far. I'll see if I can't get a decent sampling of Incantations of different levels for people to look at, which might help a great deal for over-all judgement.

Milskidasith
2010-04-20, 11:41 AM
Sure, but it's fluff, you could probably do that with just about anything if you try hard enough. Anyway, hopefully the higher level Incantations will offer a more magical flair?

Hopefully they do; while some of these are semi magical sounding (hard to see how you'd make an arrow glow very brightly in an area, unless you lit it with phosphorous.... phosphoric arrow for a weapon master sounds cool though, but I'm digressing), most of these aren't. To give you an idea of what I mean, if you take a Duskblade, another hybrid melee/magic class (which gets full BAB: This should as well, unless higher level incantations are very good, and even then it could definitely use the extra attack bonus since they lose relevant enchantments until much later), stuff like Shocking Grasp just doesn't make sense on non magical weapons, while everything in this class so far is pretty reasonable with a bag 'o weapons to pull out. But again, higher level incantations are necessary to judge this.

DragoonWraith
2010-04-20, 11:49 AM
Hopefully they do; while some of these are semi magical sounding (hard to see how you'd make an arrow glow very brightly in an area, unless you lit it with phosphorous.... phosphoric arrow for a weapon master sounds cool though, but I'm digressing), most of these aren't. To give you an idea of what I mean, if you take a Duskblade, another hybrid melee/magic class (which gets full BAB: This should as well, unless higher level incantations are very good, and even then it could definitely use the extra attack bonus since they lose relevant enchantments until much later), stuff like Shocking Grasp just doesn't make sense on non magical weapons, while everything in this class so far is pretty reasonable with a bag 'o weapons to pull out. But again, higher level incantations are necessary to judge this.
All good points. Yeah, I was leery of full BAB because they're not meant to be true martial classes, but it just makes too little sense not to. (that, or do something stupid like Pathfinder does with Monks where they have full BAB for Combat Maneuvers but 3/4 otherwise, but I detest that move)

Anyway, I re-organized the Incantations section, so that should be a little clearer, and I reworked Charged Arcana somewhat and upped the damage and scaling on Daggerhail. Commentary on any of that is, as usual, appreciated.

Tinydwarfman
2010-04-20, 11:57 AM
One other thing: if this class is mean to be all about versatility, then you need to give it a few more invocations known, at least to start with. At low levels, a human fighter will actually have more tricks than you (3 feats vs 2 incantations). I know level 1 balance isn't the biggest issue, but it does seem like it could use a few more known. Heck, I'd even go as far as to say that knowing all incantations of their level wouldn't be that bad.

DragoonWraith
2010-04-20, 12:05 PM
No, I don't want to do that because of the readying mechanic; you'd just ready all your Xth level Incantations and none lower, whereas only having 3 9th level Incantations but needing to ready 25 means you'll actually have some 8th, 7th, 6th, etc. And I don't want to dilineate how many incantations can be readied or each level because then after a certain point you'd almost never need to recover because you'd have so many....

Though they would maybe want to just so they can get back to using the high-level stuff.

Hmm.

I might just do that.

EDIT: I have done that, and added Rending Claws. I still need to work on higher level Incantations, but I'm AFB and I'm unsure of my ability to balance them without the opportunity to take a look at the various things that various, for example, Tome of Battle maneuvers offer at the same levels.

DragoonWraith
2010-04-20, 04:35 PM
Added Grappling Hook, Piercing Spear, and Scourge to the 1st level Incantations, rewrote Sable Whip, and added the 2nd level Incantation Blink Dagger and the 3rd level Incantations Fly (:smalltongue:), Quickblade, and Blade of Woe. I now have the Swordmage using entirely too many daggers...

Anyway, it's a start. I think at least these are sufficiently magical?

DragoonWraith
2010-04-20, 08:23 PM
And now there's a couple of 9th level Incantations. Including the ability to split the atom with a magic sword.

Milskidasith
2010-04-20, 08:30 PM
You... you nuke them?

That's pretty damn awesome. Though killing yourself seems a bit harsh considering it's easily survivable by a high level melee guy standing right next to you.

DragoonWraith
2010-04-20, 08:41 PM
Honestly, I put that in there entirely for fluff. It's pretty much pointless, mechanically, as is. Adding more damage would simply make the thing stupid. It should probably be epic. But I really like the image. Thoughts on a way to make a point-blank nuclear blast actually usable in combat?

Tinydwarfman
2010-04-21, 07:19 AM
Honestly, I put that in there entirely for fluff. It's pretty much pointless, mechanically, as is. Adding more damage would simply make the thing stupid. It should probably be epic. But I really like the image. Thoughts on a way to make a point-blank nuclear blast actually usable in combat?

Heh, I have this image of a group of swordmages fired out of a rocket towards a city, and then each of them detonating on impact. Perfect siege breaker. :smallbiggrin:

But it would be a lot more useful if you removed the bit about no resurrections.

DragoonWraith
2010-04-21, 08:36 AM
You're still doing 40d6 damage to everything in a mile radius... which you probably don't want to do in the first place.

Krazddndfreek
2010-04-21, 10:51 AM
(exempli gratia, 1.5x Strength on a two-handed weapon, 0.5x Strength on a light weapon)


Light weapons don't work like that. It's off-hand that gets only 0.5 Strength mod. Light weapons get normal strength bonus.

DragoonWraith
2010-04-21, 11:50 AM
Good call, will fix.

Also made Pankratosword closer to useful. Still is probably too powerful with too many negative side-effects, but whatever. If I knew the Epic rules (which I don't), and had any idea how I wanted Epic Incantations to work (which I, again, don't), I'd make it Epic, because it should be, I think.

And added Annulment, another 9th level Incantation. And Mordenkainen's Sword.

DragoonWraith
2010-04-21, 11:10 PM
So I've noticed that there's an Unearthed Arcana rule variant that uses the term Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm). Unfortunate and annoying. Not a huge deal since, as far as I can tell, just about no one uses those, but still. Plus I never really liked the name to begin with. Anyone have suggestions for an alternative name? I'll keep Incantations if we can't think of anything, but I'd like at least to have some options to consider - but I can't think of any.

Krazddndfreek
2010-04-21, 11:56 PM
Evocation seems to be a more appropriate term. I don't really think the spell descriptors are too important, seeing as how they aren't actually spells. Incantation means chanting or speaking an arcane formula, so for me, it doesn't really seem to fit.

EDIT: What I meant by that is that it wouldn't conflict with the spell school "evocation" so much if you removed the schools from the spell descriptor.

DragoonWraith
2010-04-22, 10:18 AM
I agree that Incantation doesn't work well. I don't agree that Evocation will ever be non-ambiguous. When someone says "an Evocation", I think they mean a spell of the Evocation school, nothing else.

DragoonWraith
2010-04-22, 02:20 PM
Add some more Incantations, starting to fill out the list sort of, plus some Feats! Nothing terribly interesting on that front yet, though. Feedback on the semi-combination of Spell Focus and Weapon Focus would be nice; I figure it makes sense since a lot of Incantations don't actually use saving throws but attack rolls, but let me know what you think!

Nero24200
2010-04-22, 04:22 PM
I've only had a quick glance, but a thought springs to mind.

These are essentially spells prepered like manuevers right? So the idea is that they're on a per encounter basis rather than per day?

So is there any real need for high level swordmages to get 39 spells per encounter at 20th level? I don't think you could use all of those in a single encounter even if that's all you were trying to do.

DragoonWraith
2010-04-22, 04:32 PM
First, they're attack actions, for the most part. Since you're looking at 4 on a full-attack, plus one for an AoO, plus Dex-1 if they have Combat Reflexes, plus extras for things like Cleave or whatever. So you can burn through a lot if you're trying to.

Second, presumably at some point you're looking at only having lower level Incantations left, which means you might want to Recover just to get back the high level ones.

But the numbers are, of course, subject to change based on playtesting.

DragoonWraith
2010-04-26, 03:25 PM
Added a few more Incantations, another Feat. Still need to add quite a lot more Incantations before he's even playable, sigh.

Primal Fury
2010-04-26, 08:13 PM
This is incredibly bad-ass my friend! The only issue I have is that it seems a bit like a... one trick pony. He fights, and he fights well... but not much else. The addition of incantations like Fly and Subtle Knife fix this problem though.

He doesn't just fight though right? He cuts things. ALL things. When he steps from one plane to another, he cuts a hole in reality that others may walk through. When he flies, he is severing the bonds of this mystical thing called "gravity" from his body. You could do a whole lot with that, other than just fighting. :smallwink:

DragoonWraith
2010-04-26, 10:03 PM
Ooh, I like that. Yes, that will help a lot, I think, in expanding this and inspiring new Incantations.

DaTedinator
2010-04-26, 10:47 PM
Mark me a fan. I'm watching this, for certain.

What about a feat that grants a cantrip for all exotic weapons? Seems like it might be a little underpowered, but it could be useful.

And maybe a feat along the lines of Meta-Incantation that allows the swordmage to change which weapon an incantation uses? Or maybe even a feat requiring Weapon Focus in a weapon, that changes all incantations to use that weapon? Or some way to use incantations with standard weapons? I just think, as cool as the idea of conjuring a new weapon with every attack is, the option of taking weapon-specific feats would be nice.

DragoonWraith
2010-04-26, 10:59 PM
Mark me a fan. I'm watching this, for certain.
Awesome! I may be asking you to PEACH once I get a fair number of Incantations in.


What about a feat that grants a cantrip for all exotic weapons? Seems like it might be a little underpowered, but it could be useful.
Hmm, I was planning on having them just take EWP to get the ones they want, but a single feat to get all of them would be much better balanced - except in comparison to EWP. Hmm, hmm. The inability to use the same one more than once kinda sells me on that, though, I think it's a good idea, I'll write it up in the morning.


And maybe a feat along the lines of Meta-Incantation that allows the swordmage to change which weapon an incantation uses? Or maybe even a feat requiring Weapon Focus in a weapon, that changes all incantations to use that weapon? Or some way to use incantations with standard weapons? I just think, as cool as the idea of conjuring a new weapon with every attack is, the option of taking weapon-specific feats would be nice.
Hmm, yeah, I think you're right. I feel like if I don't include some way of doing that I'm pushing my own "how I would play the class" on people too much - I like the image of switching weapons on every attack, but this just makes sense. I'll think of something along these lines.

Primal Fury
2010-04-26, 11:13 PM
I have a question. I know that this is supposed to be a casting class, but have you considered adding more class abilities?

DragoonWraith
2010-04-27, 10:12 AM
On that, I'd really been planning more on creating a few Prestige Classes for it. Some dual-progression classes, maybe a couple of alignment-based PrCs... whatever I came up with. Need to come up with more Incantations, though.

But I'm not exactly opposed to giving the class some minor features similar to the ones that the Martial Adepts get. I just haven't thought of any.

Primal Fury
2010-04-27, 09:56 PM
I suppose I could help with that. I'll come up with a few ideas and throw'em at you.

Lix Lorn
2010-04-28, 10:56 AM
First time I read this, I underestimated how much I liked it. I like it very much!
Though... i needs more higher level spells.

Also,

a thin saber
is spelt sabre.

Like.

DaTedinator
2010-04-28, 11:07 AM
You must not be from the US. (http://www.merriam-webster.com/dictionary/saber)

Lix Lorn
2010-04-28, 11:12 AM
Aaaah. I wasn't aware that you spelt that word wrong.
(Grin)
(Kidding)
mostly

DragoonWraith
2010-04-28, 12:34 PM
The French would agree with your assessment... which perhaps makes it even more surprising that the Brits are so adamant about the Frenchy spellings. :P

Anyway, very glad you like it so much. I agree, it needs a lot more Incantations of a level higher than 1. Even 2nd level isn't full enough, and the others are quite sparse. Working on it, slowly. Last night I did manage to fill in every level with at least one Incantation, which is nice. I think every one has at least 2, actually.

DaTedinator
2010-04-28, 01:19 PM
Last night I did manage to fill in every level with at least one Incantation, which is nice. I think every one has at least 2, actually.

Except, ah, for level 8? Otherwise, yeah, at least 2 for every level.

Primal Fury
2010-04-28, 01:45 PM
Okay. The first and most obvious suggestion is adding Charisma to AC.

More than anything, levels 18, 19, and 20 need something. All you've got now is... an extra 2nd level spell slot, +1 to existing skill, and a bonus feat. How about... the ability to use Cants at will to start with?

Lix Lorn
2010-04-28, 03:51 PM
How about a high (ish) level one which gives you a flail that makes thunderclaps? Sound and electricity damage?
(SwingBOOOOOOOOM)

Also, I don't use their spelling. We claimed the word as spoils of war. It's our spelling now. :smallamused::smalltongue::smallbiggrin:

sscheib
2010-04-28, 06:16 PM
I'd just like to say, this class is amaaaaaaazing. I think my DM is going to let me play one when it's finished.

Might I suggest an incantation that gives you armor? Like, right before an enemy's attack hits, magical armor appears, adds to your AC, and then vanishes. You have one cant with a sword and shield, but I thought maybe more armor cants would be nifty. Just a thought.

Lix Lorn
2010-04-28, 06:19 PM
That sounds like a good idea.
[/armoursupport]

DragoonWraith
2010-04-28, 07:33 PM
Except, ah, for level 8? Otherwise, yeah, at least 2 for every level.
Hehe, right you are, well that oversight has been fixed.


Okay. The first and most obvious suggestion is adding Charisma to AC.
Hmm. Hmm. I dunno. It seems like a little too much. Hmm.


More than anything, levels 18, 19, and 20 need something. All you've got now is... an extra 2nd level spell slot, +1 to existing skill, and a bonus feat. How about... the ability to use Cants at will to start with?
Hmm... maybe instead of those extra low-level slots, just make those ones at-will?


How about a high (ish) level one which gives you a flail that makes thunderclaps? Sound and electricity damage?
(SwingBOOOOOOOOM)
Wouldn't a hammer make more sense? Anyway - I love the idea! Will work on something like that.


Also, I don't use their spelling. We claimed the word as spoils of war. It's our spelling now. :smallamused::smalltongue::smallbiggrin:
Haha. History would disagree with you, though... the French whose spelling you've adopted ruled England. Most of the reason for the Hundred Years War (and the resulting English-French rivalry) was because the English royalty claimed Normandy as their own (which makes sense since they were descended from the Normans who went and conquered England in the first place). Ultimately the concept of English and French nationalism stems from that war; before that the rulers of England considered themselves French (and spoke French) who happened to have territories in Britain.


I'd just like to say, this class is amaaaaaaazing. I think my DM is going to let me play one when it's finished.
Wow, you have to let me know how that goes!


Might I suggest an incantation that gives you armor? Like, right before an enemy's attack hits, magical armor appears, adds to your AC, and then vanishes. You have one cant with a sword and shield, but I thought maybe more armor cants would be nifty. Just a thought.
That sounds like a good idea.
[/armoursupport]
Hmm... What about one that added Cha to AC as Fury suggested?

Primal Fury
2010-04-28, 07:41 PM
Hmm. Hmm. I dunno. It seems like a little too much. Hmm.
The need something to raise their AC naturally. Adding Charisma to it seems like the next logical step after adding it to attacks made with Incantations.



Hmm... maybe instead of those extra low-level slots, just make those ones at-will?
Which low level slots exactly? Just Cants? Or first and second level incantations as well?

DragoonWraith
2010-04-28, 08:05 PM
The need something to raise their AC naturally. Adding Charisma to it seems like the next logical step after adding it to attacks made with Incantations.
I'm not sure why they need that, really. I mean, like, Rogues don't, etc? I dunno, I'd love more input on this.


Which low level slots exactly? Just Cants? Or first and second level incantations as well?
Notice how at 16th, 1st level slots go to 4, and then at 17th 2nd, and then at 18th 3rd, etc? That's what I mean.

Primal Fury
2010-04-28, 08:31 PM
I'm not sure why they need that, really. I mean, like, Rogues don't, etc? I dunno, I'd love more input on this.
Well, and this is just my opinion, rogues are meant to be sneaky and stealth, slipping in behind the target while he's occupied with someone else. The Swordmage is that someone else; he's supposed to be on the front lines goin' toe to toe with the BBEG.


Notice how at 16th, 1st level slots go to 4, and then at 17th 2nd, and then at 18th 3rd, etc? That's what I mean.

Hm. So Cants at will at level 16. 1st level incantations at will at level 17. 2nd level at will at level 18. 3rd at will at 19. And 4th at will at 20. Is that how you mean?

Mythestopheles
2010-04-28, 09:15 PM
First of all I really like this class. Stirs up combat a bit, which is nice.

I have one question though. Would it be so unbalanced to make Cants at will? Mose characters should have something they can do reasonably well all day I find. Or is the idea for them to use normal weapons when they are out of incantations. (unlikely I know, being per encounter and all).

Primal Fury
2010-04-28, 09:23 PM
Making Cants at will with give the Swordmage something to do during incredibly long encounters when all of their high level abilities are used up. Besides, swinging a +4 sword around all day isn't unbalancing at all; fighters do it all the time. :smalltongue:

DragoonWraith
2010-04-28, 09:23 PM
Hmm. I find myself agreeing with you, Fury, about the AC. I'm going to give it a bit, though, to see if we can't get a third opinion. Failing that, I'll probably implement it, probably around 6th.

As for the at-will thing, yeah, that was the idea. Actually, Cantrips would probably be sooner (say 14th?), and then 1st level Incantations at 16th, 2nd at 18th (since 17th already gets you 9th level Incantations), then 3rd and 4th at 19th and 20th.


First of all I really like this class. Stirs up combat a bit, which is nice.

I have one question though. Would it be so unbalanced to make Cants at will? Mose characters should have something they can do reasonably well all day I find. Or is the idea for them to use normal weapons when they are out of incantations. (unlikely I know, being per encounter and all).
The expectation is that if they run out, they use the Recovery thing. Primal and I are discussing possibly getting stuff at-will later, but for at least the first few levels I don't think Cantrips should be at-will.

Lix Lorn
2010-04-29, 04:08 AM
Haha. History would disagree with you, though... the French whose spelling you've adopted ruled England. Most of the reason for the Hundred Years War (and the resulting English-French rivalry) was because the English royalty claimed Normandy as their own (which makes sense since they were descended from the Normans who went and conquered England in the first place). Ultimately the concept of English and French nationalism stems from that war; before that the rulers of England considered themselves French (and spoke French) who happened to have territories in Britain.
One word: Agincourt. XD

I'm glad you liked the thunderclap thing! As to why not a hammer: I like flails, and they're less common. XD

DragoonWraith
2010-04-29, 08:13 AM
Of course. Between Agincourt and Joan of Arc, like I said, the Hundred Years War created English and French nationalism.

Mythestopheles
2010-04-29, 09:29 AM
The expectation is that if they run out, they use the Recovery thing. Primal and I are discussing possibly getting stuff at-will later, but for at least the first few levels I don't think Cantrips should be at-will.

Completely forgot about the recovery method. In that case it works out fine. I'll see if I can think up some incantations to help out if you're fine with it.

DragoonWraith
2010-04-29, 04:03 PM
That would be highly appreciated!

Anyway, added some more Incantations, mostly around 3rd level (though, really, those are getting a bit cheap; mostly I'm adding a bunch of Incantations for all of the Bane special abilities...), plus I filled out the Bonus Feat list and added a few more feats.

Mythestopheles
2010-04-29, 05:05 PM
One quick question, for Rending Claws, are the attacks both made at the highest bonus? Or are they used like normal two weapon fighting?

DragoonWraith
2010-04-29, 06:01 PM
Well, the attack bonus for the attack action you're making, minus 2. In other words, like TWF-ing with the TWF feat. I'll fix that so its clear.

demidracolich
2010-04-29, 06:53 PM
For Needle of Light, the final threat range should be 11-20, not 12-20.
16-20 is a 5/20 chance, double that is 10/20, which is 11-20.

Tinydwarfman
2010-04-29, 09:10 PM
Hmm, while this is coming alone nicely, I can't help but feel that it's a bit underpowered. The concept and execution is amazing, but the whole class feel weak. Many Incantations just aren't strong enough for their level unfortunately
(example: Purification and iron of the mind are terrible. I mean the +1 crossbow firing cold iron isn't very good, but a +1 silver longsword or warhammer? Silver? Thats it? Most 1st level incantations are better).
The class does seem to be falling into the Soulknife's "I have a weapon" trap (it's a lot better than a soulknife, but still relatively weak). I think it needs some more passive bonuses and more swift/immediate action incantations to bump it up a little.

Krazddndfreek
2010-04-29, 09:13 PM
Although, this class does have the strength of being almost entirely SAD while still being melee. The only thing it misses is Cha to AC, even that's covered by level 6.

DragoonWraith
2010-04-30, 09:33 AM
For Needle of Light, the final threat range should be 11-20, not 12-20.
16-20 is a 5/20 chance, double that is 10/20, which is 11-20.
Ah, right you are.


Hmm, while this is coming alone nicely, I can't help but feel that it's a bit underpowered. The concept and execution is amazing, but the whole class feel weak. Many Incantations just aren't strong enough for their level unfortunately
(example: Purification and iron of the mind are terrible. I mean the +1 crossbow firing cold iron isn't very good, but a +1 silver longsword or warhammer? Silver? Thats it? Most 1st level incantations are better).
The class does seem to be falling into the Soulknife's "I have a weapon" trap (it's a lot better than a soulknife, but still relatively weak). I think it needs some more passive bonuses and more swift/immediate action incantations to bump it up a little.
Mm, I suspect you're right, to a degree. Though Purification and Iron of the Mind are kind of intentional; the ability to have the appropriate material as you need it seems pretty potent, and their weakness justifies the corresponding feats, in a sense.

Still, you're right. Mostly, I've been AFB for a week because my harddrive died, so I'm having a hard time, say, consulting Tome of Battle for level-appropriate status effects. Suffice to say that ability damage/penalty is intended to be much more prevalent, as are various status effects.

More Swift/Immediate actions is probably a good idea, though.


Although, this class does have the strength of being almost entirely SAD while still being melee. The only thing it misses is Cha to AC, even that's covered by level 6.
Oh, I'm not concerned that it's actually as weak as a Soulknife. Still, the way Incantations work prevent a lot of the usual stacking of bonuses to make melee direct damage more efficient, which means it faces some difficulties. I think Tinydwarfman is correct.

Lix Lorn
2010-04-30, 01:40 PM
...I have an idea for an ability, but I don't know if it might be too strong.

Power Leech: A Swordmage of at least xth level can increase the power of their canted weapons by drawing on that already imbued into another. If they hold a weapon with any special ability, they may add those abilities to all canted weapons they create that round for free. If they do, the magic weapon loses all abilities for the rest of the round. (Canted weapons cannot gain a total bonus higher than +10 with this ability)

That way, they can use a magic weapon and increase all their attacks a little further. Good idea?

DragoonWraith
2010-04-30, 02:30 PM
Ooh, I do like that. Yes, very good idea. I'll implement it when I get home (heading out the door).

Lix Lorn
2010-04-30, 02:37 PM
Thank you. :smallredface:

DragoonWraith
2010-04-30, 06:00 PM
Added as Arcanized Weaponry at 10th level.

Primal Fury
2010-04-30, 07:36 PM
You're waiting until level 6 to give them the Charisma bonus to AC?

DragoonWraith
2010-04-30, 08:22 PM
Err... yes? Currently? I dunno, seemed like a relatively dead level, felt weird to have features 1-5 and nothing after that.

Primal Fury
2010-04-30, 08:30 PM
I'd recommend putting it at 3rd level, especially with no other way to raise their AC outside of light armor (unless you put in some incantations I missed). Few adventurers even live past level 3. Trust me. Most of my earlier characters didn't even last that long. :smallannoyed:

Snowfire
2010-04-30, 08:57 PM
I really like it. I mean, I am no where close to understanding how difficult balancing and creating something like this is, but the concept is just awesome. I've been thinking about the 'cants and a few things have popped into my head. I'm not sure of how good they are (considering my inexperience in this, please forgive me if they're bad) but I guess I may as well put them down. I have to agree with Primal on moving the CHA mod bonus to AC to a lower level. I mean, most casters can either buff themselves or wear heavy enough armor to survive to where they can start using more powerful stuff. As it is, people playing this are going to have to be very careful around more powerful foes.

I liked the idea of a 'cant that gave you a bonus to AC though. Currently most of the powers here are offensive (yes, I know you're dealing with that as fast as you can) and a part-caster class needs the ability to boost their AC - even more so if they're going to be in close combat during encounters. Maybe a 'reactive' armour or something like this:

Blinkplate
Level: Swordmage 1
Range: Personal
Duration: 1 round/level or until discharged (see below)
Casting Time: Swift Action
The swordmage cloaks himself in a mantle of energy that reacts to enemy attacks, transforming the targeted area into a plate of metal.

Every time the Swordmage is attacked whilst under the protection of this spell, he may choose to 'solidify' the Blinkplate to protect him from the strike. This choice must be made before the attack roll. If he chooses to solidify the plate around him, his armor bonus increases to 8 (as if he was wearing full plate). As the plate only solidifies in front of the attacking blow, the swordmage's Dexterity bonus to AC is unaffected. The Blinkplate can only be solidified 3(?) times per level before it is discharged.

I know it is probably horribly clunky, but it was an idea. I was considering asking about adding the Enhanced Cant bonus to the armor as well as that would increase useability at higher levels.

If I've screwed up however, please tell me how. I really want to understand where I go wrong.

DragoonWraith
2010-04-30, 10:17 PM
I actually like it quite a bit. Hmm...

Snowfire
2010-05-01, 06:51 AM
I'm glad you like it. If you do happen to put it in though, a big part of me thinks that the Enhanced Cant bonuses should stack onto the 'armour' as well as if you take something like Adamantine Incantations, you can make the armor that forms to be that material instead of plain steel.

The main thing I'm not sure of is the number of charges per level. Is three too many or too few or just fine. Oh...I just realised I forgot to put in casting time :smallredface:

Hmmm....swift action casting time seems reasonable to me. I'll edit that now.

On the subject of incantations though...I had a few more thoughts.

Hope's Chain
Necromancy
Level: Swordmage 4
Casting Time: One attack action
Range: Melee reach attack
Duration: Permanent
Saving Throw: Will negates
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 +3 Spiked Chain against any enemy within 10 foot. On a succesful hit, the target must make a will save (DC = 10 + Swordmage's Cha modifier). If they fail this save, the target is subject to a permanent penalty as per Bestow Curse (effect choices are the same as Bestow Curse).

Star of Courage
Enchantment
Level: Swordmage 4
Casting Time: One standard action
Range Personal
Area: 40 foot radius emenation
Targets All within the area of effect
Duration: One round/level
Saving Throw: Will negates
Spell Resistance: Yes
The swordmage calls forth a morningstar composed of pure energy that cuts through darkness, strengthening his allies and weakening his foes.

A +1 Brilliant Energy Morningstar materializes in the Swordmage's hand, the light effect around it amplified so that it counters and dispels Darkness and Deeper Darkness. This action also triggers a modified Crushing Despair/Good Hope combination. All enemies within 40' of the Swordmage must make a will save vs 10 + Swordmage's Cha modifier or be affected by the effects of Crushing Despair. Additionally, all allies within 40' of the Swordmage are affected by the spell Good Hope. The Morningstar remains in existence until used in an attack action. The Crushing Despair/Good Hope combination persists until dispelled or its duration expires.

I'm not sure about the second one in terms of power (I mean, I've decreased the duration on the spells but I'm not certain that's enough. I'm also stuck on the level for both of them. I've put in what I think is reasonable, but I'm not sure.

Edit: I just got a rather interesting idea. I don't know if it would work but what would you think of two Swordmages who have trained to be Synchronized Swordsmen partners?

sscheib
2010-05-01, 07:44 AM
That blinkplate cant was exactly what I was suggesting earlier. I just didn't know how to make it into an actual usable thing.

And I like those two cants you made, Snowfire. They're really cool.

This class is getting better and better. I can assure you that my next character is going to be a Swordmage.

Snowfire
2010-05-01, 10:15 AM
:smallredface:

Thanks sscheib. I've got a few more bouncing around in my head right now, but they need more work before I post them (I have to work out how to match disintegrate with a weapon - and then I have to make it sound cool xD)

Right now though...well. I had this interesting idea involving what the weapons are made of. Now, from how this is described, a Swordmage just pulls weapons out of the air around them, shaping them from arcane energy. So...what about a selection of feats that allow them to play with the energy type. Ok, this may be overpowered, but I've got this image in my head of a swordmage running around with weapons made of positive energy, bashing their friends and healing them. Basic idea is thus:

Energised Incantations
Choose two energy types.
Prerequisites
Ability to use 6th level Incantations.
Adamantine Incantations.
Benefit
Whenever a Swordmage uses an Incantation, they may choose at the time of casting to imbue the weapon they are creating with one of the chosen energy types. Weapons created under the influence of this ability deal damage only of that type. This feat can be taken multiple times but each time it is taken, the Swordmage chooses an additional energy type.

I'm not sure about this for the reason I've said above, overpowering. Maybe cut out the ability to crit with weapons made this way? I don't know. I just realised that the weapons are drawn from arcane power and wanted to see what people would think about being able to change what type of energy.

Edit: And the next character I make is being a Swordmage as well. This class is just made of awesome.

Lix Lorn
2010-05-01, 11:31 AM
Wow. One of my suggestions was good. ._.

Ooh!
How about-as a ninth level, maybe, a cloud of shuriken that explode like a Meteor Swarm!

Catch
2010-05-01, 11:50 AM
Annulment

Abjuration
Level: Swordmage 9
Casting Time: 1 standard action
Range: Melee Attack
Duration: 1 day/level
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.

Pankratosword

Transmutation [Fire]
Level: Swordmage 9
Casting Time: 1 full-round action
Range: Personal
Area: 60 ft./level Cone Burst and 240 ft./level Cone Spread
Duration: 1 year/level
Saving Throw: None and Fort Partial
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.

Deals 60d6 untyped damage to all creatures and objects in the smaller area. Destroyed objects do not block the blast. Those in the greater area take a 3d6 Constitution penalty, though Fortitude save converts this to Constitution damage. Finally, the land itself in the greater area is damaged, such that plants will not grow in the area for 1 year per Caster Level.

Anyone who can cast arcane spells, incantations, or invocations, or initiate martial maneuvers, automatically recognizes the Swordmage's stance for what it is. Those who cannot do any of these things may still recognize it with a DC 15 Knowledge (Arcana), Knowledge (History), or Martial Lore check. Moreover, the destructive power of this Incantation is sure to gain the immediate attention of deities with the appropriate portfolios (nature deities, in particular, would condemn anyone even considering the Incantation).

The Swordmage can hold this stance indefinitely, as a threat. Finishing the Incantation after holding it requires only an immediate action, but the Swordmage cannot take any non-free actions without breaking the stance. The direction in which the blast will go is evident from the way the stance is being held, and cannot be changed. If the stance is dropped without completion, the Incantation is still expended.

Though not inherently [Evil], as it does not rely on the powers of the Hells or the Abyss to function, the use of this Incantation is almost always an Evil action due to the collateral damage. Indeed, the only place it is likely to not be Evil is when it is used on a strongly Evil-aligned plane.

Do you seriously consider either of these incantations to be balanced?

Consider that your Swordmage gains access to 9th-level incantations at 17, meaning:

Annulment - Target loses all supernatural class features for 17 days, no save. Then you spit the little weaker-than-a-commoner wizard on one of your conjured pikes and cackle.

Pankratosword - Deals 60d6 damage in a 1020-ft. cone and 3d6 Con damage in a 4080-ft. cone, no save. Now that you've massacred an entire army in 6 seconds, you decide to knock off for lunch.

DragoonWraith
2010-05-01, 01:37 PM
:smallredface:

Thanks sscheib. I've got a few more bouncing around in my head right now, but they need more work before I post them (I have to work out how to match disintegrate with a weapon - and then I have to make it sound cool xD)

Right now though...well. I had this interesting idea involving what the weapons are made of. Now, from how this is described, a Swordmage just pulls weapons out of the air around them, shaping them from arcane energy. So...what about a selection of feats that allow them to play with the energy type. Ok, this may be overpowered, but I've got this image in my head of a swordmage running around with weapons made of positive energy, bashing their friends and healing them. Basic idea is thus:

Energised Incantations
Choose two energy types.
Prerequisites
Ability to use 6th level Incantations.
Adamantine Incantations.
Benefit
Whenever a Swordmage uses an Incantation, they may choose at the time of casting to imbue the weapon they are creating with one of the chosen energy types. Weapons created under the influence of this ability deal damage only of that type. This feat can be taken multiple times but each time it is taken, the Swordmage chooses an additional energy type.

I'm not sure about this for the reason I've said above, overpowering. Maybe cut out the ability to crit with weapons made this way? I don't know. I just realised that the weapons are drawn from arcane power and wanted to see what people would think about being able to change what type of energy.

Edit: And the next character I make is being a Swordmage as well. This class is just made of awesome.
It's basically Energy Substitution on an Incantation; totally reasonable. I like it. I also like the other three, though naming that "Hope's Chain" really does confuse me. Also, I think you're massively over-leveling it - that does not look like a 6th level effect to me. Good Hope/Crushing Despair are only OK 3rd level spells, getting both at once is kind of *meh*. I don't think it justifies doubling the level.


Do you seriously consider either of these incantations to be balanced?
Don't honestly know, you're the first to comment on either. Both were entirely pulled out of my ass.


Annulment - Target loses all supernatural class features for 17 days, no save. Then you spit the little weaker-than-a-commoner wizard on one of your conjured pikes and cackle.
It's a usable Disjunction. You still have to get into melee range and hit with a touch attack to use it. That seems a bit rough.


Pankratosword - Deals 60d6 damage in a 1020-ft. cone and 3d6 Con damage in a 4080-ft. cone, no save. Now that you've massacred an entire army in 6 seconds, you decide to knock off for lunch.
Yeah, I know. That one, I don't consider balanced. Originally it was just 40d6 damage and it killed you. That was pretty useless. This one is probably too good. Honestly, the effect should be Epic, except I don't know the Epic rules and that would mean making up an Epic progression for the class, neither of which I want to do.

*shrug* I'm not really worrying about 9th level stuff so much right now, but you're right, both probably need tweaking.

Snowfire
2010-05-01, 03:06 PM
I think DragonWraith was wanting at least the second one to be an epic level spell but he wasn't/isn't sure on how to do that. As for the second one, that did confuse me a bit as it said it was meant to be a Mordekain's Disjunction. And it isn't. I'd say it would be balanced a bit if it had a much shorter duration (but even then it seems more of an epic level spell then anything else).

On the note of an explosive shuriken death-cloud...how about something like this?

Starfury
Evocation
Level: Swordmage 9
Casting Time: 1 standard action
Range: Long (400 foot + 40 foot/level)
Duration: Instantaneous
Area: See below
Save: Reflex half
Spell Resistance: Yes
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 +5 Shurikens from his hands that deal damage as if they were composed of divine energy. On impact, each projectile explodes into a hail of shards (1/level for a maximum of twenty at level 20) that target any enemy within 40 foot. The swordmage can designate basic targets for the shards (highest or lowest HP/HD first or something like that - no class targeting!). Each shard does 1d6 divine damage (roll damage seperately) and the target can make a reflex save to half the total damage.

I'm not sure about this one, it took me quite a while to write out. And even then...I don't know. Compared to something like meteor swarm I think it evens out as it doesn't do actual AoE damage but does more overall to certain number of targets. Thoughts are greatly appreciated. I do hope you don't mind me throwing these out here.

Edit: The idea to the name was me think about how a well placed Bestow Curse can basically nerf a character. So calling it Hope's Chain implies it chains the targets hopes down (or something). Yeah, it's a bit silly, but it was the best thing I could think of. As for Star of Courage, I really can't say enough how bad I am at balance xD I knew that 3rd level was too low, but I wasn't sure that 5th level was high enough. I think I'll push it down to 4th for now. Changing Crushing Despair so that it acts as a radial burst instead of a cone was what made up most of the level decision.

Catch
2010-05-01, 03:31 PM
It's a usable Disjunction. You still have to get into melee range and hit with a touch attack to use it. That seems a bit rough.

No, its a decent idea, but the duration is ridiculous. Disjunction is a magic-EMP, but it doesn't strip casters of their actual spell-casting ability, and you can at least move out of an AMF. As an effect that makes any target with suppressible abilities auto-lose, you really should allow a save.



Yeah, I know. That one, I don't consider balanced. Originally it was just 40d6 damage and it killed you. That was pretty useless. This one is probably too good. Honestly, the effect should be Epic, except I don't know the Epic rules and that would mean making up an Epic progression for the class, neither of which I want to do.

*shrug* I'm not really worrying about 9th level stuff so much right now, but you're right, both probably need tweaking.

As long as you're aware of it.

DragoonWraith
2010-05-01, 05:11 PM
No, its a decent idea, but the duration is ridiculous. Disjunction is a magic-EMP, but it doesn't strip casters of their actual spell-casting ability, and you can at least move out of an AMF. As an effect that makes any target with suppressible abilities auto-lose, you really should allow a save.
Seems to me like there are a lot of abilities at that level of the game that cause auto-lose on a hit without any save - an ubercharger charge, for example. Or, hey, any of the 9th level maneuvers, if you hit with them (for the most part they insta-kill if they hit). Seeing as you're not quite dead after Annulment, it actually seems less powerful than those things. Am I wrong here somewhere? I mean, I get what you're saying, but it's at a level where "no-save-just-die" actually exists - and this isn't quite that.

The duration's pretty long, but hey, two to three weeks later, you're fine again. Seems to me that it could be kind of interesting as a way to buy yourself time before the big bad unleashes the awful spell of doom or whatever. In almost all uses the duration is meaningless because death is going to happen immediately afterwards.


As long as you're aware of it.
I am, but also need help on balancing them. Especially Pankratosword. It's supposed be a devastating, terrifying attack, something that gets the attentions of gods just because you look like you might be about to use it. That doesn't, in itself, say to me "this is too powerful for a 9th level spell" because I tend to ignore that Epic even exists. At the same time, Epic does exist. Sooo... I dunno?

Maybe I should make Pankratosword an Epic Incantation, but then make a 9th level Incantation where you can pretend you're about to use Pankratosword. That would be amusing. Also fit the source material better...

Catch
2010-05-01, 09:01 PM
Seems to me like there are a lot of abilities at that level of the game that cause auto-lose on a hit without any save - an ubercharger charge, for example. Or, hey, any of the 9th level maneuvers, if you hit with them (for the most part they insta-kill if they hit).

Seeing as you're not quite dead after Annulment, it actually seems less powerful than those things. Am I wrong here somewhere? I mean, I get what you're saying, but it's at a level where "no-save-just-die" actually exists - and this isn't quite that.

The duration's pretty long, but hey, two to three weeks later, you're fine again. Seems to me that it could be kind of interesting as a way to buy yourself time before the big bad unleashes the awful spell of doom or whatever. In almost all uses the duration is meaningless because death is going to happen immediately afterwards.

Of all the 9th-level maneuvers, against which I'm making my comparison seeing as ToB is pretty balanced, two just deal big damage (Strike of Perfect Clarity and Inferno Blast), one does Con damage (Mountain Tombstone Strike), one heals (Strike of Righteous Vitality), one gives you two full attacks (Time Stands Still), one lets you clear out a cluster of enemies (Tornado Throw), and one lets you and your allies deal extra damage and stun with a charge (War Master's Charge).

Now, Feral Death Blow does have a death effect, but it requires you to hit the target's AC with a Jump check and an attack roll, and a Fortitude save negates the death effect.

Five Shadow Creeping Ice Enervation Strike is probably the closest to what you're attempting (ie., insta-suck), and it lasts 1 minute with a Fortitude save to negate. True it also deals damage, so it makes sense that even if the target saves, you ought to smack them with something painful.

So, to make your Annulment power fair, I'd suggest something like this:

Annulment
Abjuration
Level: Swordmage 9
Casting Time: 1 standard action
Range: Melee Attack
Duration: 1 minute
Saving Throw: Will Partial
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 supernatural abilities (e.g., caster level, manifester level, binder level, etc.) This may prevent access to higher-level spells, powers, mysteries and abilities until the duration expires. Additionally the cast time of any, spells, powers, mysteries and abilities activated by the target is increased by one step (i.e., a swift action becomes a standard action, a standard action becomes a full-round action, and so on.)
--

I'd like to think this preserves the spirit of what you were trying to attempt with the incantation. On a failed save, it still strips the target of their powers long enough to kill them and allows a chance to resist the attack, but leaves them severely debilitated. Reasonable, or did I totally mangle your idea?


I am, but also need help on balancing them. Especially Pankratosword. It's supposed be a devastating, terrifying attack, something that gets the attentions of gods just because you look like you might be about to use it. That doesn't, in itself, say to me "this is too powerful for a 9th level spell" because I tend to ignore that Epic even exists. At the same time, Epic does exist. Sooo... I dunno?

Maybe I should make Pankratosword an Epic Incantation, but then make a 9th level Incantation where you can pretend you're about to use Pankratosword. That would be amusing. Also fit the source material better...

I googled around to figure out what exactly the Pankratosword is, so now I see what you're going for. Either you can make it Epic (I'd suggest accessible through a feat) and retain the incredible power, or make it usable, in a format that nods to the lore.

Off the top of my head, I'd keep the idea of massive damage in a cone (compare to Inferno Blast from ToB), and to keep with your source material, I'd allow the user to hold the charge indefinitely, so long as they don't move or take any other actions, and allow them to release the attack as an immediate action. Huge damage, charged and ready to fire at any moment. So, for a writeup, how about this:

Pankratosword
Evocation [Fire]
Level: Swordmage 9
Casting Time: 1 full-round action
Range: 100 ft.
Area: Cone-shaped burst
Duration: Concentration, see text
Saving Throw: Fortitude partial

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, drawn from the maw of the Abyss, are unholy in nature and 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 Martial Lore check. Using this attack is incredibly reckless, and is likely to draw the attention of the appropriate deities.
--

It's not nearly as powerful as before (though still very), but it's usable and retains the stance component, which seems to be the important part. If I'm butchering your ideas, feel free to ignore.

DragoonWraith
2010-05-01, 11:22 PM
Of all the 9th-level maneuvers, against which I'm making my comparison seeing as ToB is pretty balanced, two just deal big damage (Strike of Perfect Clarity and Inferno Blast), one does Con damage (Mountain Tombstone Strike), one heals (Strike of Righteous Vitality), one gives you two full attacks (Time Stands Still), one lets you clear out a cluster of enemies (Tornado Throw), and one lets you and your allies deal extra damage and stun with a charge (War Master's Charge).

Now, Feral Death Blow does have a death effect, but it requires you to hit the target's AC with a Jump check and an attack roll, and a Fortitude save negates the death effect.

Five Shadow Creeping Ice Enervation Strike is probably the closest to what you're attempting (ie., insta-suck), and it lasts 1 minute with a Fortitude save to negate. True it also deals damage, so it makes sense that even if the target saves, you ought to smack them with something painful.
Thank you for that; my harddrive failed last Monday and I haven't been able to check these things. That helps a lot, and I see what you mean.


So, to make your Annulment power fair, I'd suggest something like this:
{snip}
I'd like to think this preserves the spirit of what you were trying to attempt with the incantation. On a failed save, it still strips the target of their powers long enough to kill them and allows a chance to resist the attack, but leaves them severely debilitated. Reasonable, or did I totally mangle your idea?
Awesome. Seriously, I really like that. Definitely using yours.


I googled around to figure out what exactly the Pankratosword is, so now I see what you're going for. Either you can make it Epic (I'd suggest accessible through a feat) and retain the incredible power, or make it usable, in a format that nods to the lore.
Heh, I probably should have just linked that, huh? Save you the trouble. Anyway, I appreciate you taking the time to do that.

I like the Feat idea; I've seen that used before with Vestiges; it seems like a good method to me. God knows it's better than Epic Spellcasting.


Off the top of my head, I'd keep the idea of massive damage in a cone (compare to Inferno Blast from ToB), and to keep with your source material, I'd allow the user to hold the charge indefinitely, so long as they don't move or take any other actions, and allow them to release the attack as an immediate action. Huge damage, charged and ready to fire at any moment. So, for a writeup, how about this:

Pankratosword
Evocation [Fire]
Level: Swordmage 9
Casting Time: 1 full-round action
Range: 100 ft.
Area: Cone-shaped burst
Duration: Concentration, see text
Saving Throw: Fortitude partial
So far, I like.


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.
Like.


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, drawn from the maw of the Abyss, are unholy in nature and 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.
Eh, don't like the Abyssal flavor - the idea is that the stroke of the sword rends through the very fabric of the universe, causing devastation. Or, if you read between the lines, it effectively cuts an atom in half, causing a nuclear explosion. Still, I like the mechanics.


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 Martial Lore check. Using this attack is incredibly reckless, and is likely to draw the attention of the appropriate deities.
Like this.


It's not nearly as powerful as before (though still very), but it's usable and retains the stance component, which seems to be the important part. If I'm butchering your ideas, feel free to ignore.
No, I like this. Now the debate becomes, do I want it as a 9th level Incantation, or do I want it to be something Epic? As a 9th level Incantation, I think you've got this right.

Catch
2010-05-02, 12:44 AM
Eh, don't like the Abyssal flavor - the idea is that the stroke of the sword rends through the very fabric of the universe, causing devastation. Or, if you read between the lines, it effectively cuts an atom in half, causing a nuclear explosion. Still, I like the mechanics.

Oops. I misread this part:


Though not inherently [Evil], as it does not rely on the powers of the Hells or the Abyss to function, the use of this Incantation is almost always an Evil action due to the collateral damage.

Still, you could refluff it to fit the universe-shredding lore. A nuclear reaction would probably cause un-resistible fire damage as the closest mechanical approximation. Something like:

With one incredible swing, you tear a gash in the fabric of space, creating an explosion that deals 100 fire damage in a 100-ft. cone and stuns all targets in the area for 1 round. This is an expulsion of raw primal energy, which sears through any resistances to fire and ignores 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.

DragoonWraith
2010-05-02, 01:03 AM
Yup, sounds good. I'll update the OP with these and Snowfire's suggestions in the morning; I'm too tired to handle the fact that it's right up against the character limit for a single post and I'll need to split it somehow, which is going to be confusing and such and I don't want to deal with it right now.

Snowfire
2010-05-02, 04:48 PM
Well, I was thinking a bit more on this subject and I thought up a few new incantations.

Hammer of Return
Level: Swordmage 4
Casting Time: 1 attack action
Range: Melee attack or up to 20 foot
Targets: One extra-planar creature
Duration: Instantaneous
Saving Throw: Will special (see below)
Spell Resistance: Yes
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 Brilliant Energy 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 Cha modifier.

Return to Dust
Level: Swordmage 6
Casting Time: 1 attack action
Range: Ranged Attack
Save: Fortitude partial
Spell Resistance: Yes
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 foot. If it succeeds, the target becomes entangled and at the end of the round (if still alive) takes 2d6 damage per level (max 40d6). 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 5d6 points of damage but if reduced to 0 hitpoints or less by that damage are still completely disintegrated. The target's equipment is unaffected.

There, now we have a single target super-banishment and a net of disintegration. Thoughts and suggestions, as always, are much appreciated.

Hope you like these ones too DragoonWrath.

Lix Lorn
2010-05-02, 04:51 PM
Well, I like them. Especially the Disintegrating Net.

Snowfire
2010-05-02, 05:19 PM
Thanks, I've been trying to find something that works with disintegrate and I finally settled on a net as I just love the image. I've got more packed away somewhere in my head, but they're still simmering. Also, what did you think of my attempt to create a meteor swarm-esque spell?

Lix Lorn
2010-05-02, 05:20 PM
I liked it, thankee very much. ^_^

Snowfire
2010-05-02, 05:43 PM
Thanks :smallredface:

If you have any other ideas that you can't/don't have the time to translate into something real, throw them out and I'll see what I can do.

Lix Lorn
2010-05-02, 05:46 PM
Umm... not right now... Ooh! Have you ever seen Bleach? If so, something like Quincy.

Snowfire
2010-05-02, 06:06 PM
Sorry, never seen any Bleach. I can look the thing up though.

Lix Lorn
2010-05-02, 06:08 PM
Basically, Quincy makes a bow from his soul and shoots blue Force arrows. XD

DragoonWraith
2010-05-02, 06:29 PM
See the Soulbow from Complete Psionic. Careful handling that book though, since a lot of it is unadulterated blasphemy.

Anyway, I'm feeling lazy, but I like those Incantations, Snowfire. I'll get them up... when I get around to it.

Snowfire
2010-05-02, 06:58 PM
0.0

Awesome. I'll get right on it.

DragoonWraith
2010-05-02, 07:24 PM
Huh? I was talking to Lix Lorn about this Quincy character. What she describes sounds like the Soulbow. Complete Psionic, despite that and other decent additions (Ardent, Practiced Manifester), is still awful.

Snowfire
2010-05-02, 10:10 PM
My comment was in reply to Lix. I actually have an idea for something, but it will have to wait until later. Staying up this late is not advisable on a regular basis...zzzz

Lix Lorn
2010-05-03, 01:07 PM
Huh. For some reason I thought the Soulbow was a homebrew class...

DragoonWraith
2010-05-03, 01:25 PM
Nope, merely proof that Wizards can occasionally get things right. It's available online, though, which obviates like 90% of the reason to have Complete Psionic. I don't think anyone needs to be told what Practiced Manifester does, and the Ardent just isn't that cool. And those are... pretty much everything worth anything in the book.

Lix Lorn
2010-05-03, 03:38 PM
Huh. I also thought it was a Soulknife prestige class, and Soulknifes sucked.

... I want all these books. :smallmad:

sscheib
2010-05-03, 06:27 PM
Soulknife is a base class and it sucks.
Soulbow is a prestige class that makes the Soulknife not suck.

DragoonWraith
2010-05-03, 08:34 PM
And both are available online, totally legally. Awful (http://www.d20srd.org/srd/psionic/classes/soulknife.htm) becomes Awesome (http://www.wizards.com/default.asp?x=dnd/ex/20060403a&page=2) just like that.

DragoonWraith
2010-05-04, 12:09 PM
Created a Wiki page (http://wiki.faxcelestis.net/index.php?title=Swordmage) for the class. This will allow me to move the full text of Incantations over there, and have just a list here. That will save a lot of space.

sscheib
2010-05-04, 01:30 PM
I thought I'd try to make a seventh level Incantation, seeing as how the later levels are still lacking in variety.

The Graviton Hammer
Transmutation
Level: Swordmage 7
Casting Time: One attack action
Range: Melee attack
Area: Targeted Opponent; Up to one 10-ft. cube per two levels
Duration: 1 round/level
Saving Throw: None, see text
The swordmage swings his arms upward, as if clutching a heavy weapon, and when he swings towards the ground, a burst of lightning sends his foes hurdling towards the heavens!

The swordmage makes an attack with a +3 Shocking Burst Warhammer. It mimics the effects of the Reverse Gravity spell. The swordmage can also choose to slam the hammer on the ground instead, affecting the area around the swordmage.

That's my real first attempt at doing anything spell-wise. I couldn't tell you if it's balanced or not, so let me know what you think.

DragoonWraith
2010-05-04, 02:00 PM
Where does it target? Around the Swordmage makes the most sense, but that's decidedly undesirable for the Swordmage. Hrm... could make him immune to it, or something... Hmm...

Anyway, still reformatting, so it'll be a little bit before I get everything everyone's offered into the OP/Wiki page.

sscheib
2010-05-04, 02:22 PM
Well, I would think it would be where the hammer struck, which would be very close to the Swordmage, yes. You could just cut down the area of effect. I just liked the idea of slamming a hammer on the ground and it sends your foes flying upward.

Tinydwarfman
2010-05-04, 05:21 PM
Well, I would think it would be where the hammer struck, which would be very close to the Swordmage, yes. You could just cut down the area of effect. I just liked the idea of slamming a hammer on the ground and it sends your foes flying upward.

I would make it target the person he struck if he attacked with the hammer, or a radius around him if he smacks the ground.

Doc Roc
2010-05-04, 06:00 PM
Nope, merely proof that Wizards can occasionally get things right. It's available online, though, which obviates like 90% of the reason to have Complete Psionic. I don't think anyone needs to be told what Practiced Manifester does, and the Ardent just isn't that cool. And those are... pretty much everything worth anything in the book.

No, ardent really is that cool. And there's some meaty items in there too! It is pretty poorly built, as books go. To clarify, soulbow merely expurgates much of the taint, not all of it. You're still going to have that ashy taste in the back of your mouth, and you're still going to be a pretty trash toon. But it will be better.

So talk me through what I am missing here, as it feel like there's an uber-strong correlation between incantations an' maneuvers?

Snowfire
2010-05-04, 06:04 PM
I thought I'd try to make a seventh level Incantation, seeing as how the later levels are still lacking in variety.

The Graviton Hammer
Transmutation
Level: Swordmage 7
Casting Time: One attack action
Range: Melee attack
Area: Targeted Opponent; Up to one 10-ft. cube per two levels
Duration: 1 round/level
Saving Throw: None, see text
The swordmage swings his arms upward, as if clutching a heavy weapon, and when he swings towards the ground, a burst of lightning sends his foes hurdling towards the heavens!

The swordmage makes an attack with a +3 Shocking Burst Warhammer. It mimics the effects of the Reverse Gravity spell. The swordmage can also choose to slam the hammer on the ground instead, affecting the area around the swordmage.

That's my real first attempt at doing anything spell-wise. I couldn't tell you if it's balanced or not, so let me know what you think.

I love the idea (why couldn't I have thought of it :smallbiggrin:). Anyways, I assume that with the Shocking Burst Warhammer, it automatically crits (as the burst only triggers on a crit). I'm sorry I've been away for a bit, been busy and ill. Anyway, without further ado I present a 9th level spell in an attempt to emulate what Lix was asking for.

Threadstring Bow
Evocation (I think)
Level: Swordmage 9
Casting Time: One standard action
Range: Medium (100 foot + 10 foot/level)
Saving Throw: Fortitude partial
Spell Resistance: No
Calling upon the power of the Weave itself, the swordmage forms a bow from the part of his soul that allows him to touch the arcane. Drawing the string back, he unleashes an arrow of magical energy that unerringly strikes any foe, tearing through armor and ripping them asunder.

The Swordmage makes an attack using a +2 Unerring Accuracy Ghost Touch Bane Composite Longbow where the composite bonus is equal to the swordmage's Cha mod and that modifier acts as strength for the cases of this longbow and the Bane effect is directed at the target's creature type. On a hit, the arrow automatically creates a critical threat and does 2d10 magical damage per level (to a max of 40d10). This power is drawn from the very core of the Weave and as such overwhelms all damage reduction except Epic. A successful fortitude save reduces the magical damage to 2d8 per level.

After preforming this incantation, the Swordmage gains a negative level. This negative level lasts for 2 hours per level.

This is basically meant to be a single target Pankratosword. It does an insane amount of damage to one enemy, but the cost of doing so is rather severe. And at level 20, you can only use it 3 times before becoming unable to access 9th level incantations. Thoughts are greatly appreciated (especially in regards to balance) once again and I hope you like it Dragoon.

Edit: I think Cant's and maneuvers are meant to seem similar. It's just the basis of their power that's different.

sscheib
2010-05-04, 06:05 PM
Ok, I fixed my little incantation. If you attack a foe with the hammer directly, it only sends up the single foe. If you slam your hammer on the ground, it'll send foes around you flying upwards.

Mythestopheles
2010-05-04, 06:08 PM
I've made a few incantations. Hope they aren't too badly balanced.

Chargebreaker
Abjuration
Level: Swordmage 1
Casting Time: 1 attack action
Range: Melee Attack
Duration: 1 round
The Swordmage brings a halberd into the fray, after a quick blow, he instantly sets into ready position.

When activated, the Swordmage may make an attack with a Masterwork Halberd. If this attack is successful, for the next round he may act as though he had set a weapon for charge (even if the weapon used in the AoO is not normally usable in this manner).


[Can’t think of a good name]
Transmutation
Level: Swordmage 1
Casting Time: 1 attack action
Duration: 1 round/level
Saving Throw: None
As you throw a Bolas at the target, it twists around the target, holding him in place.

You throw a Masterwork Bolas at the target. If the attack hits, the target is affected as if by an Entangle spell. At this time, the Bolas transforms into a coil of hemp rope that disappears at the end of the duration.


Stunning Blow
Evocation
Level: Swordmage 2
Casting Time: 1 attack action
Duration: 1 attack action
Saving Throw: Fortitude negates
Seemingly out of nowhere a large club appears in the Swordmage’s hands, he swings it, leaving his foe stunned from the impact.

The Swordmage attacks with a +1 Greatclub, if the attack is successful, the target must make a saving throw or be stunned for 1 round.


Bleeding Blow
Necromancy
Level: Swordmage 2
Casting Time: 1 attack action
Duration: 1 attack action
Saving Throw: Fortitude negates
You drive your new set of spiked gauntlets into your foe, reducing their body’s ability to heal and leaving bleeding wounds.

You strike the target with a pair of +1 Spiked Gauntlets (Attacks are made as if the Swordmage had the two-weapon fighting feat). If both attacks hit, the target takes additional damage at the beginning of each of it’s turns equal to half the total damage dealt. To remove this effect, the target may make a Saving Throw at the beginning of each of its turns.


Whip of Command
Enchantment
Level: Swordmage 4
Casting Time: 1 attack action
Duration: 1 round/level
Saving Throw: Will negates
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 +1 Whip. If the attack hits, the target is affected as if by a Dominate Person spell unless they make a Saving Throw.

Lix Lorn
2010-05-04, 06:09 PM
Threadstring Bow
Evocation (I think)
Level: Swordmage 9
Casting Time: One standard action
Range: 220 foot
Saving Throw: Fortitude partial
Spell Resistance: No
Calling upon the power of the Weave itself, the swordmage forms a bow from the part of his soul that allows him to touch the arcane. Drawing the string back, he unleashes an arrow of magical energy that unerringly strikes any foe, tearing through armor and ripping them asunder.

The Swordmage makes an attack using a +10 Unerring Accuracy Ghost Touch Dread Composite Longbow where the composite bonus is equal to the swordmage's Cha mod and that modifier acts as strength for the cases of this longbow and the Dread effect is directed at the target's creature type. On a hit, the arrow automatically creates a critical threat and does 2d10 magical damage per level (to a max of 40d10). This power is drawn from the very core of the Weave and as such overwhelms all damage reduction. A successful fortitude save reduces the magical damage to 2d8 per level.

After preforming this incantation, the Swordmage gains a negative level. This negative level lasts for 2 hours per level.

I love it awesomely. However, unless it's epic, you can't have more than a +5 enhancement bonus, and the TOTAL of that plus abilities can't be more than +10. Also, it should be all damage reduction except epic.



sscheib
2010-05-04, 06:15 PM
I love the idea (why couldn't I have thought of it :smallbiggrin:). Anyways, I assume that with the Shocking Burst Warhammer, it automatically crits (as the burst only triggers on a crit). I'm sorry I've been away for a bit, been busy and ill. Anyway, without further ado I present a 9th level spell in an attempt to emulate what Lix was asking for.

Threadstring Bow
Evocation (I think)
Level: Swordmage 9
Casting Time: One standard action
Range: 220 foot
Saving Throw: Fortitude partial
Spell Resistance: No
Calling upon the power of the Weave itself, the swordmage forms a bow from the part of his soul that allows him to touch the arcane. Drawing the string back, he unleashes an arrow of magical energy that unerringly strikes any foe, tearing through armor and ripping them asunder.

The Swordmage makes an attack using a +10 Unerring Accuracy Ghost Touch Dread Composite Longbow where the composite bonus is equal to the swordmage's Cha mod and that modifier acts as strength for the cases of this longbow and the Dread effect is directed at the target's creature type. On a hit, the arrow automatically creates a critical threat and does 2d10 magical damage per level (to a max of 40d10). This power is drawn from the very core of the Weave and as such overwhelms all damage reduction. A successful fortitude save reduces the magical damage to 2d8 per level.

After preforming this incantation, the Swordmage gains a negative level. This negative level lasts for 2 hours per level.

This is basically meant to be a single target Pankratosword. It does an insane amount of damage to one enemy, but the cost of doing so is rather severe. And at level 20, you can only use it 3 times before becoming unable to access 9th level incantations. Thoughts are greatly appreciated (especially in regards to balance) once again and I hope you like it Dragoon.

Edit: I think Cant's and maneuvers are meant to seem similar. It's just the basis of their power that's different.

Awesome incantation! And thanks for liking mine. I'll see if I can come up with more. I really want to play one of these guys.

DragoonWraith
2010-05-04, 06:48 PM
Wow, thanks for all the support! These are great, I gotta get cracking adding em to the page!


No, ardent really is that cool.
Cool enough to justify the purchase on its own? ...maybe. It is pretty cool. I love how it can actually multiclass without self-nerfing.


And there's some meaty items in there too! It is pretty poorly built, as books go. To clarify, soulbow merely expurgates much of the taint, not all of it. You're still going to have that ashy taste in the back of your mouth, and you're still going to be a pretty trash toon. But it will be better.
Sounds about right.


So talk me through what I am missing here, as it feel like there's an uber-strong correlation between incantations an' maneuvers?
There is. They're supposed to be spell/maneuver hybrids. How am I are we doing on that?

Snowfire
2010-05-04, 06:57 PM
I love it awesomely. However, unless it's epic, you can't have more than a +5 enhancement bonus, and the TOTAL of that plus abilities can't be more than +10. Also, it should be all damage reduction except epic.




I'm really glad you like it :smallredface: and I have modified the spell so that it doesn't break the non-epic rules (I think - going by www.d20srd.org here). As before, if anyone has an idea for an incantation but doesn't have the time/energy/insert reason here to put it together, just give me a basic idea of what you want and I'll do my best to emulate it.

sscheib
2010-05-04, 07:13 PM
Ok Snowfire, I have a couple.

What about a flail that has an extending chain that allows you to hit a target from a greater distance? So like, the swordmage holds his flail into the air and the ball extends by it's chain directly at his target.

OR

What about a gauntlet that essentially does Finger of Death?

OR

A pair of gauntlets that, when you slam them together, they do some sort of thunder clap?

Snowfire
2010-05-04, 07:52 PM
I'll get right on it :smallwink:

DragoonWraith
2010-05-04, 09:01 PM
I'm impressed, you're really taking off with this. Awesome, thank you again. Maybe the OP should be less lazy about updating, with all this work you're doing for him....


Anyway, question for all those interested in this: As I've said a few times, I've never been truly satisfied with the name "Incantation" for these spells. The word "cant" being built in is kind of nice, since it makes for an obvious adjective to use, but other than that, the word actually refers to long chants, which is obviously inappropriate, and it's also used in Unearthed Arcana. So, I was wondering: what do people think about calling them "Jinxes"? I kind of like it because it implies sort of like a mini-spell, which is nice. On the other hand, it usually refers to bad luck, which is not entirely appropriate. Thoughts?

Mythestopheles
2010-05-04, 09:24 PM
Dunno... doesn't quite fit.

I'll try throwing out a few from the top of my head (warning, most will probably be bad ideas).
Summons
Creations
Weaponizations
Weaponized arcana

DragoonWraith
2010-05-04, 09:39 PM
Summons and Creations both conflict with the Conjuration sub-schools, so those are no good. The other two are too long/unweildy to be writing as often as I need to write it, plus one's already a class feature.

Two other things I'd briefly considered were "rearcana" or "arcanons" (or even "arcons") (all roughly equivalent to "arcane things"), but I don't think any of those are going to mean much of anything to a reader when they see them...

Mythestopheles
2010-05-04, 09:41 PM
Yeah, I know. There's not really much precedent to steal a label from. Troublesome.

sscheib
2010-05-04, 10:42 PM
Actually, I kinda liked Jinx. It gives the abilities a different sort of flair. Though, you were right...it does sort of sound negative.

DragoonWraith
2010-05-04, 11:15 PM
I'm not discarding it, still collecting opinions on it.

My biggest issue is that "jinxed weapons" has entirely the wrong meaning.

sscheib
2010-05-04, 11:29 PM
I don't know how you feel about maybe referring to them as 'Immediate Incantations' or 'Instant Incantations'. I don't know if that's still too similar or just doesn't make sense. It's quite late and I don't know if I'm thinking straight :smalltongue:

Saveducks
2010-05-04, 11:30 PM
I like the idea but I'm not so sure anout the name only a one letter difference from swordsage.

DragoonWraith
2010-05-05, 08:12 AM
I don't know how you feel about maybe referring to them as 'Immediate Incantations' or 'Instant Incantations'. I don't know if that's still too similar or just doesn't make sense. It's quite late and I don't know if I'm thinking straight :smalltongue:
Nah, "Incantation" is a long enough word as it is, I don't think we need more...


I like the idea but I'm not so sure anout the name only a one letter difference from swordsage.
Uh.... thanks? I fail to see why that should make a difference.

Edge
2010-05-05, 09:40 AM
I really like the look of this, especially the style of the high level incantations.

Regarding the problem you have with that name, how about Convocations? It implies calling from elsewhere, and sounds magical enough due to similarities with invocation. :smalltongue:

DaTedinator
2010-05-05, 10:28 AM
A couple that seemed not entirely unreasonable from the thesaurus: Flairs, Knacks, or Talents.

Of course, all of those pale in comparison to Mojo. Mojo is an awesome word and should be used whenever possible.

DragoonWraith
2010-05-05, 12:03 PM
I really like the look of this, especially the style of the high level incantations.
Sweet!


Regarding the problem you have with that name, how about Convocations? It implies calling from elsewhere, and sounds magical enough due to similarities with invocation. :smalltongue:
Eh... convocation was the Mass they had at the beginning of each school year in high school (Catholic high school), so... I just have the entirely wrong associations with that word.


A couple that seemed not entirely unreasonable from the thesaurus: Flairs, Knacks, or Talents.

Of course, all of those pale in comparison to Mojo. Mojo is an awesome word and should be used whenever possible.
Knacks and Talents I like. Flairs reminds me of Office Space, which, in and of itself, is a good thing, but not appropriate here.

Mojo is awesome, and I considered it, actually, but it's a bit too voodoo - I'd rather reserve that word for a witch doctor class or something. Something with alchemical skills and curses, a la the Diablo III class. Because it's too good a word to use in a sub-optimal setting like this.

Snowfire
2010-05-05, 05:35 PM
Ok, on thinking about a different name for the Incantations...

What about Callings? Considering the Swordmage calls the weapons to him out of arcane power. I don't know...sounded reasonable in my head (though that's not saying much :smallbiggrin:)

Anyway, give me a one,

Viper's Strike
Transmutation
Level: Swordmage 4
Casting Time: One attack action
Range: Close (25 foot + 5 foot/2 levels)
Target: One enemy creature
Swinging a flail around his head, the swordmage nods at an enemy and the head of his weapon lashes out like a cobra.

The swordmage chooses a target within range and makes an attack with a +4 Ghost Touch Flail. The chain on the flail magically extends and the head of the weapon is telekinetically launched at the target. Any foes caught in a line between the swordmage and his target must make a DC 22 reflex save or be dealt 2d10 points of bludgeoning damage and knocked to the ground. If the flail causes a critical threat, the target must make a DC 10 + swordmage level x 2 fortitude save or be stunned for swordmage's level/4 rounds (rounded down).

Give me a two,

Foxglove
Necromancy (Death)
Level: Swordmage 7
Casting Time: One Standard Action
Range: Close (25 foot + 5 foot/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Opening his hand, the swordmage reveals a white foxglove sitting in the palm of his - now gloved - hand. Curling his hand into a fist, he crushes the delicate flower and with it a life.

Target living creature is affected as per Finger of Death.

Give me a three!

Thunderclap
Evocation (Sonic)
Level: Swordmage 8
Casting Time: One move action
Range: 40 foot
Area: 40 foot radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes (object)
The swordmage forms two gauntlets of arcane power around his hands and smashes them together, blasting his foes with a wave of sound.

This spell functions as Greater Shout except it effects all foes within a 40 foot radius burst around the swordmage.

I know I haven't done much original stuff here, but I hope they're something like what you wanted sscheib. I have a few other things running around in my head, but they're not quite ready to come out yet.

Anyways, thoughts and suggestions always welcome as usual. Hope you like.

sscheib
2010-05-05, 06:09 PM
Ok, on thinking about a different name for the Incantations...

What about Callings? Considering the Swordmage calls the weapons to him out of arcane power. I don't know...sounded reasonable in my head (though that's not saying much :smallbiggrin:)

Anyway, give me a one,

Viper's Strike
Transmutation
Level: Swordmage 4
Casting Time: One attack action
Range: Close (25 foot + 5 foot/2 levels)
Target: One enemy creature
Swinging a flail around his head, the swordmage nods at an enemy and the head of his weapon lashes out like a cobra.

The swordmage chooses a target within range and makes an attack with a +4 Ghost Touch Flail. The chain on the flail magically extends and the head of the weapon is telekinetically launched at the target. Any foes caught in a line between the swordmage and his target must make a DC 22 reflex save or be dealt 2d10 points of bludgeoning damage and knocked to the ground. If the flail causes a critical threat, the target must make a DC 10 + swordmage level x 2 fortitude save or be stunned for swordmage's level/4 rounds (rounded down).

Give me a two,

Foxglove
Necromancy (Death)
Level: Swordmage 7
Casting Time: One Standard Action
Range: Close (25 foot + 5 foot/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Opening his hand, the swordmage reveals a white foxglove sitting in the palm of his - now gloved - hand. Curling his hand into a fist, he crushes the delicate flower and with it a life.

Target living creature is affected as per Finger of Death.

Give me a three!

Thunderclap
Evocation (Sonic)
Level: Swordmage 8
Casting Time: One move action
Range: 40 foot
Area: 40 foot radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes (object)
The swordmage forms two gauntlets of arcane power around his hands and smashes them together, blasting his foes with a wave of sound.

This spell functions as Greater Shout except it effects all foes within a 40 foot radius burst around the swordmage.

I know I haven't done much original stuff here, but I hope they're something like what you wanted sscheib. I have a few other things running around in my head, but they're not quite ready to come out yet.

Anyways, thoughts and suggestions always welcome as usual. Hope you like.

Those are totally wicked, Snowfire! Awesome ...erm...whatever we're calling them now, if anything.

I thought maybe Manifestations (for a replacement word)? Though, that could be a little too long and/or not spot on. Doesn't have a lot of flavor to it, really.

DragoonWraith
2010-05-05, 06:32 PM
Callings and Manifestations have the same problem - they're already used. Callings refers to Planar Binding and Gate and the like, while Manifestations would imply Psionics since psionicists are also known as manifesters.

I do appreciate the ideas, though! Hopefully we'll find something! So far I like Knacks, Talents, and Jinxes the best.

As for the Incantations, thanks again! I'm planning a big add-all-of-those-new-Incantations write-up... later. Possibly tomorrow. Am tired.

Tinydwarfman
2010-05-05, 06:52 PM
Has anyone done a bow/javelin incantation that hits in a line a la penetrating shot? 'Cos that would be awesome.

DragoonWraith
2010-05-05, 06:54 PM
Ah, I had had that thought in class, but forgot about it. Yeah, that's a good one.

Tinydwarfman
2010-05-05, 07:01 PM
Hmm, also, can Echo Blade be used w/ two-handed incantations? Because the way they work, it might materialize after the two-handed attack has de-materialized. Was this intended?

DragoonWraith
2010-05-05, 07:16 PM
Oh, damn, I forgot about that. I actually specifically thought of it, couldn't decide one way or another, and like I said, forgot about it. Uhhhmmm... what do people think?

sscheib
2010-05-05, 09:03 PM
I would say, you hit with the two-handed weapon, then with the Echo blade, then continue the cycle. I think that would look really cool, actually. Lots and lots of rapid vanishing.

Here's something I was confused about. Innate Cant. Erm...how does that work exactly? I think I might understand it, but I'm confused by the wording.

DragoonWraith
2010-05-05, 09:23 PM
Say you're a 9th level Swordmage, you readied Blink Dagger in a 3rd level slot, and you had both Favored Incantation (Blink Dagger) and Innate Cant (Blink Dagger) - you could, if you wanted, make a full-attack action to attack twice, and use Blink Dagger as both attacks - so you teleport to one enemy, attack him, and then teleport to another, and attack him.

sscheib
2010-05-05, 09:27 PM
Oh ok, wicked. Thanks. That sounds pretty nifty.

DragoonWraith
2010-05-05, 09:28 PM
I think I should rename it, though, since the name would imply the ability to use that Incantation at will - which would also make a pretty good feat. Hmm.
I take that back; it'd be an awful feat and completely defeat the purpose of the class. Not going to do that.

sscheib
2010-05-05, 09:43 PM
Here's a(n) ...Weapon-Spell thing... that I was inspired to create by the former New X-Man: Xorn. His head was a sun and he covered it up with a helmet.

Unleash The Sun
Evocation [Light]
Level: Swordmage 7
Casting Time: One standard action
Range: Personal
Area: 60-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
The swordmage stands alone, surrounded by shadow when a bright helmet appears in his hands. As he adornes his helm, such radiant light bursts from his upper half as if the sun were trapped inside his helmet, cutting through the darkness and his enemies alike.

The spell functions as the spell Sunburst, except the range is strictly personal. The swordmage is unaffected.

Again, not sure if this is balanced or not.

DragoonWraith
2010-05-05, 09:58 PM
It's a considerably weaker version of an 8th level spell as an 8th level incantation. Don't think that's a problem.

The way it works as removing the helmet is very weird to me. I get it from the source material, but that doesn't seem entirely appropriate here. The Swordmage's weapons are supposed to be magical, not his head.

sscheib
2010-05-05, 09:59 PM
Ah, sorry. I guess I didn't think about that. I guess it'd make more sense for him to put the helmet on. Easy and quick fix.

And what level incantation do you think it would be; or how would we alter it to make it an 8th level incantation? Up the damage?

Mythestopheles
2010-05-05, 10:12 PM
You could probably lower the range (maybe 40-60 ft?), and set it as a lvl 7 incantation.

DragoonWraith
2010-05-05, 10:16 PM
Yeah, like many Evocations, despite being 8th level, it's actually reasonable (as opposed to, say, Mind Blank).

Mythestopheles
2010-05-05, 10:17 PM
Yeah, the power levels on spells are a bit wonky.

sscheib
2010-05-05, 10:20 PM
Alright. Now a level 7 Incantation with a radius burst of 60-ft.

So it looks good then?

Lix Lorn
2010-05-06, 04:38 AM
Is cool!
Also, the bow/spear that penetrates in a long line? I second that!

Ooh, like Zelda's final smash in SSBB. XD

DragoonWraith
2010-05-06, 02:15 PM
Updated the OP/Wiki partially - got as far as Threadstring Bow. Some of them have been changed minorly; feel free to check the version on the Wiki and comment on any changes I've made. Thanks again!

Edge
2010-05-06, 02:36 PM
Let's take a jabslash at this.

Ravages of Time
Transmutation
Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee reach.
Duration: 2 rounds (apparent time); see text
Saving Throw: None.
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 +3 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 for two rounds of apparent time. Whilst acting within these rounds of apparent time, you are free to attack enemies with weapons or incantations of 7th level or lower, but not through any other means. The spiked chain remains for the duration of apparent time, attacking any target you do.

Upon re-entering the normal time stream, you are disorientated for a short period, becoming dazed for 1 round.

DragoonWraith
2010-05-06, 04:43 PM
Uh... it's a better-in-all-ways (quicker action, can attack) Time Stop, already among the most powerful of spells? Erm. I don't really think that's quite balanced... Though I do really like the name.

Edge
2010-05-06, 04:47 PM
Hmm. True. But then, the Swordmage won't be throwing spells around during that time period. They've got Incantations, which while nice, aren't as up to par.

Would cutting the duration of apparent time down help?

Mythestopheles
2010-05-06, 04:54 PM
Maybe compare it to the celerity line of spells (from PHII), which are somewhat similar to this effect.

Edge
2010-05-06, 04:58 PM
But... celerity only gives one action as an immediate action.

Hmm... I'll reduce it to two rounds of duration. Means the Swordmage can either make two full attacks, which is equal to the Time Stands Still maneuver, or two attacks plus movement.

Mythestopheles
2010-05-06, 05:03 PM
I only meant as something similar. Seems I was a bit wrong though, as I forgot it was an immediate action.

As is, I think it might be okay.

sscheib
2010-05-06, 05:15 PM
I'd say it works. Seems like a pretty sweet 9th level Incantation.

Back on the subject of a name change...I really can't think of anything. Incantation is kind of burned into my brain at this point. I'm just waiting to think of the perfect thing, smack my forehead and say "Of course! Why didn't I think of that before?", but I don't think it's going to happen.

Snowfire
2010-05-06, 05:40 PM
Let's take a jabslash at this.

Ravages of Time
Transmutation
Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee reach.
Duration: 2 rounds (apparent time); see text
Saving Throw: None.
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 +3 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 for two rounds of apparent time. Whilst acting within these rounds of apparent time, you are free to attack enemies with weapons or incantations, but not through any other means. The spiked chain remains for the duration of apparent time, attacking any target you do.

Upon re-entering the normal time stream, you are disorientated for a short period, becoming dazed for 1 round.


Nice :smallcool: +1

DragoonWraith
2010-05-06, 09:03 PM
Now it's basically "take your next turn now", which seems fine.

Lix Lorn
2010-05-07, 03:42 AM
I had an idea for an incantation. Some kind of gauntlet that tears at a molecular level. Would probably be high level, maybe 6 or higher. Possibly even tear things by gesturing from a distance... (lost in thought)

Snowfire
2010-05-07, 12:45 PM
Is it just me or is that suspiciously similar to the Lord President's gauntlet in The End of Time? Anyway, I'll get to work :smallsmile:

Lix Lorn
2010-05-07, 01:22 PM
Uh. Possibly slightly. (shrug)

demidracolich
2010-05-07, 01:30 PM
Let's take a jabslash at this.

Ravages of Time
Transmutation
Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee reach.
Duration: 2 rounds (apparent time); see text
Saving Throw: None.
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 +3 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 for two rounds of apparent time. Whilst acting within these rounds of apparent time, you are free to attack enemies with weapons or incantations, but not through any other means. The spiked chain remains for the duration of apparent time, attacking any target you do.

Upon re-entering the normal time stream, you are disorientated for a short period, becoming dazed for 1 round.


You could seriously abuse this by using it, recovering, and then use it again on the second round.

Edge
2010-05-07, 01:32 PM
This is true. I'll limit the level of incantations that can be used in the rounds of apparent time. I'm thinking roughly... level 6 to level 7 incantations?

DragoonWraith
2010-05-08, 03:11 PM
I had an idea for an incantation. Some kind of gauntlet that tears at a molecular level. Would probably be high level, maybe 6 or higher. Possibly even tear things by gesturing from a distance... (lost in thought)
My only concern with this is that it strikes me as similar to either Pankratosword or the disintegration net.


This is true. I'll limit the level of incantations that can be used in the rounds of apparent time. I'm thinking roughly... level 6 to level 7 incantations?
That's a very clever response. 7th should be fine, I think, though without a solid body of Incantations of those levels it's quite hard to say.

Lix Lorn
2010-05-08, 03:22 PM
Hm, good point.

Edge
2010-05-08, 03:29 PM
Okay, changes made to Ravages of Time.

DragoonWraith
2010-05-08, 07:13 PM
Update should be complete now. I did not include Viper's Strike or Foxglove; the former strikes me as kind of wonky, and the latter is too much spell and not enough weapon, sorry. Welcome input on that, or any other additions or changes I've made.

Jarian
2010-05-08, 08:16 PM
Words fail me on how to properly describe how awesome this is.

I shall instead award you this gift certificate, redeemable for one (1) internet at your local curio shop.

DragoonWraith
2010-05-08, 08:40 PM
Thank you!

Jarian
2010-05-08, 10:10 PM
Let's see what we can do about fixing up those less-loved incantation levels.

Level 5:Daggerwing

Evocation (Force)

Level: Swordmage 5
Casting Time: 1 immediate action or 1 attack action (see text)
Range: Personal or Close (25ft + 5ft/2 levels) (see text)
Effect: Globe of protection or area of effect force damage
Area: See text or 30ft cone
Duration: 1 attack or Instantaneous (see text)
Saving Throw: None or Reflex half and Reflex negates (see text)


Catching a glimpse of the mace aimed for his skull, the Swordmage insinctively creates a barrier out of of that which he knows best. A pair of oversized wings of force sprout from his back, with daggers replacing feathers. The wings close over his head just in time to turn aside the blow. An instant later, the wings burst outward, showering the area before the Swordmage with a thousand daggers.

Except as noted here, this Incantation is identical to either the spell wings of cover or wings of flurry. The Swordmage is treated as if he had the Dragonblood subtype for the purpose of access to the secondary effects of these spells. If the Swordmage activates this Incantation as an immediate action, it functions as wings of cover. If the Swordmage activates this Incantation as an attack action, it functions as wings of flurry.


Earthen Grasp

Transmutation

Level: Swordmage 5
Casting Time: 1 attack action
Range: Melee Attack
Duration: 1 round/6 levels or 1 round (see text)
Saving Throw: Reflex partial (see text)

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 +2 Collision Quarterstaff. If it hits, the target must immediately make a Reflex save or be rendered helpless for the duration of the incantation. Even if the target saves sucessfully, it is still entangled for one round.


Thrice-Betraying Dagger

Conjuration (Teleportation)

Level: Swordmage 5
Casting Time: 1 attack action
Range: Up to 3 targets within Close range (25ft+5ft/two levels) of the Swordmage's starting position.
Saving Throw: Fortitude Negates (See text)


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 +2 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 teleports 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)

Level: Swordmage 5
Casting Time: 1 attack action
Range: Ranged Attack
Duration: 1 round/level
Saving Throw: Reflex Negates (see text)

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 +1 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.

Level 6:Dance of Blades

Transmutation

Level: Swordmage 6
Casting Time: 1 Standard Action
Range: Personal
Effect: Four magical longswords (see text)
Duration: 1 round + 1 round/4 levels


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.


This Incantation functions as the steeldance spell, except as noted here.

Dance of blades animates four weapons instead of two, and they need not be weapons in the Swordmage's possession, though he can animate those instead if he chooses to. Should he elect to animate weapons other than those he possesses, dance of blades creates one each of the following longswords: +2 Keen Icy Burst, +2 Keen Fiery Burst, +2 Keen Shocking Burst, and +2 Keen Acidic Burst. 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.

Weapons animated by dance of blades add their enhancement modifier to attack and damage rolls, and activate their effects on successful hits as if they were held by the Swordmage.


Memory Cutter

Necromancy

Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Duration: Permanent and 1 round (see text)
Saving Throw: Fortitude partial and Will negates (see text)


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 touch attack against his target. 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.

Level 8:Ruby Prison

Evocation (Force)

Level: Swordmage 8
Casting Time: 1 attack action
Range: Melee attack
Duration: 1 round/level
Saving Throw: None


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 +2 Collision Impact Heavy Steel Shield. If he hits, 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. In addition, while other creatures can see into the ruby prison, the inhabitant of it cannot see out; in effect, the target has neither line of effect nor line of sight to anything outside of the ruby prison.

The Warrior Returning

Conjuration (Healing)

Level: Swordmage 8
Casting Time: 1 immediate action
Effect: Heal and Attack of Opportunity


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, but not if an attack would kill him outright. He immediately regains a number of hitpoints equal to his Swordmage level times one half his charisma modifier. 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 two negative levels upon completion of this Incantation (including the Attack of Opportunity if it is made). These negative levels never result in permanent level loss, but do not go away until the Swordmage has rested for at least 8 hours or received a Restoration spell or similar magical aid.

Edit: That should be enough for one post.

DragoonWraith
2010-05-08, 10:12 PM
Awesome! Yeah, we need more elemental Incantations, I think.

Mythestopheles
2010-05-08, 10:33 PM
I've made a few incantations. Hope they aren't too badly balanced.
<stuff>


Seems my incantations were missed. Or were they just not too unique?

DragoonWraith
2010-05-08, 10:39 PM
I put in every one of them. They mostly have different names, though; I used Bleed Out instead of Bleeding Blow, Megaton Hammer instead of Stunning Blow, and Dominating Whip instead of Whip of Command. The unnamed one I called Rope Cant. Charge Breaker is in there as that name, though.

Mythestopheles
2010-05-08, 10:39 PM
Cool, thanks, I approve of the name changes.

Jarian
2010-05-08, 10:41 PM
I'm not sure about something on Thrice-Betraying Dagger. Does it need text preventing it from targeting the same enemy three times, or is that acceptable?

DragoonWraith
2010-05-08, 10:42 PM
Cool, glad you like them.

Lix Lorn
2010-05-09, 05:48 AM
I bet I can think of on-
...

Thunderbluss

Evocation (Sonic)

Level: Swordmage ?
Casting Time: 1 immediate action or 1 attack action (see text)
Range: 60ft
Effect: Cone of Sonic Projectiles
Area: 60ft cone
Duration: 1 round or Instantaneous (see text)
Saving Throw: Reflex half


Surrounded by enemies, the Swordmage knows of no weapon that can aid him. Of course, there's always that one design of phenomenal power, still under field testing...

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 d3+4 hits, -1 for each ten feet they are away from the user. Each hit is treated as if it was from a +2 Collision Heavy Crossbow. In addition, each impact explodes within moments of striking, dealing 2d6 sonic damage from pure noise rippling outwards.

Of course, I guess the setting could preclude it... and I have no idea on power level. XD 6 or 7?

Jarian
2010-05-09, 03:31 PM
Level 6:Assassin's Guile

Transmutation

Level: Swordmage 6
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: None

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 blink dagger or thrice-betraying dagger, and only after at least one enemy has been successfully struck by one of those Incantations. All foes previously struck by either blink dagger or thrice-betraying dagger in this round take automatic sneak attack damage as if by a Rogue of the Swordmage's level. If the targets are immune to precision damage, they instead take untyped damage equal to the Swordmage's level.

Level 9:Perfect Strike of the Thrice-Betrayer

Transmutation

Level: Swordmage 9
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: Fortitude Partial

Holding the dagger of shadow loosely in one hand, the Swordmage gestured in turn to those he had just struck. One by one, they fell dead at his feet.

This Incantation can only be activated on the same round as blink dagger or thrice-betraying dagger, and only after at least one enemy has been successfully struck by one of those Incantations. All foes previously struck by either blink dagger or thrice-betraying dagger in this round must immediately make a Fort save or be struck dead. On a successful save, the targets instead take untyped damage equal to the Swordmage's level.

More to follow.

Lix Lorn
2010-05-09, 03:55 PM
NyaHA!
Will Blade

Illusion (Mind-Affecting)

Level: Swordmage 8
Casting Time: 1 standard action
Range: Melee attack or Gaze (60ft), see text
Duration: Instantaneous
Saving Throw: Will partial

The Swordmage stared at his opponent, and drew a sword from the air. He looked between them for just a moment, and then the Swordmage stood behind him, and the sword was in his chest.
Meanwhile, the companions of both sides wondered why a man had dropped dead from meeting the Swordmage's gaze.

One target makes a will save with DC equal to 10 + the Swordmage's class level + their Charisma modifier. If they succeed and the Swordmage is not within melee range, this incantation has no effect. If they succeed and the Swordmage is within melee range, the Swordmage attacks with a +3 Longsword. If they fail, the Swordmage attacks with a +5 Vorpal Longsword, and automatically threatens and confirms a critical.

Jarian
2010-05-09, 04:00 PM
Nitpicks: Doesn't have a listed range, ST line should be "Will Partial", and it should say "automatically confirms a critical threat as if he had rolled two 20s in a row" or somesuch.

Lix Lorn
2010-05-09, 04:01 PM
It's only meant to be one twenty, you still have to confirm it. With a DC that nasty, I thought it might be a bit overpowered...

The ST and range things I'll add.
Wait, it's a standard attack, it doesn't need range... I think. Dragoon?

Jarian
2010-05-09, 04:20 PM
As far as I can tell, it should either say "Range: Melee attack" or "Range: Gaze (60ft)". I believe you're aiming for the former, but it's not perfectly clear.

Finger of Death (http://www.d20srd.org/srd/spells/fingerOfDeath.htm) is 7th level, so maybe bump that up to eighth and let it auto-confirm? You already offer them a save to negate it.

Alternately, make them roll a normal attack with a crit threat range of 10-20, and it auto-confirms if they hit? That way it's a save to resist, and only an instant kill half the time they do fail.

Edge
2010-05-09, 04:25 PM
Level 6:Assassin's Guile

Transmutation

Level: Swordmage 6
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: None

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 blink dagger or thrice-betraying dagger, and only after at least one enemy has been sucessfully struck by one of those Incantations. All foes previously struck by either blink dagger or thrice-betraying dagger in this round take automatic sneak attack damage as if by a Rogue of the Swordmage's level. If the targets are immune to precision damage, they instead take untyped damage equal to the Swordmage's level.

More to follow.

As written, this cannot be used (at least not easily). It requires you to take two standard actions in one round. Change the casting time to 1 swift action, and it'd be good to go.

Jarian
2010-05-09, 04:31 PM
As written, this cannot be used (at least not easily). It requires you to take two standard actions in one round. Change the casting time to 1 swift action, and it'd be good to go.

What? They're attack actions, not standard actions.

Level 11 Swordmage full attacks, using Thrice-Betraying Dagger on attack 1 (+11 BAB), then Blink Dagger on attack 2 (+6 BAB), then Assassin's Guile on attack 3 (+1 BAB)

At least, that's how the class functions from everything I can tell.

Lix Lorn
2010-05-09, 04:32 PM
As far as I can tell, it should either say "Range: Melee attack" or "Range: Gaze (60ft)". I believe you're aiming for the former, but it's not perfectly clear.

Finger of Death (http://www.d20srd.org/srd/spells/fingerOfDeath.htm) is 7th level, so maybe bump that up to eighth and let it auto-confirm? You already offer them a save to negate it.

Alternately, make them roll a normal attack with a crit threat range of 10-20, and it auto-confirms if they hit? That way it's a save to resist, and only an instant kill half the time they do fail.

Hm. Well, it's logical that it's a melee attack... but it doesn't need to be if the will save fails... eh, 8th level, it can be slightly more complex.

I prefer the first one. Alright, autoconfirm.

Edge
2010-05-09, 04:33 PM
:smallconfused:

As far as I know, an attack action is a standard action used to attack (http://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions).

Jarian
2010-05-09, 04:35 PM
Except when they're part of a full attack, or an attack of opportunity.


In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives, and they may be used for attacks of opportunity.


Which, I think we can agree, makes Assassin's Guile a bit easier to pull off. :smallsmile:

Edge
2010-05-09, 04:38 PM
Eh, fair enough, but I would still say that it should be a swift action, not an attack action. Attack actions require an attack roll to be made. Assassin's Guild does not involve an attack action.

Jarian
2010-05-09, 04:40 PM
Well, no, not exactly. Not only would a swift action be more powerful (you'd get another attack in the full attack) but not all of the Incantations require an attack roll. Zero-Sum Interrupt, for instance.

Lix Lorn
2010-05-09, 04:43 PM
Also, Swift's are one per turn. I think.

Edge
2010-05-09, 04:47 PM
I...I don't even know where I'm going with this argument now. Curse my knee-jerk reactions.

DragoonWraith
2010-05-09, 04:50 PM
Let's see what we can do about fixing up those less-loved incantation levels.
Appreciate it!


Daggerwing
Evocation (Force)

Level: Swordmage 5
Casting Time: 1 immediate action or 1 attack action (see text)
Range: Personal or Close (25ft + 5ft/2 levels) (see text)
Effect: Globe of protection or area of effect force damage
Area: See text or 30ft cone
Duration: 1 round or Instantaneous (see text)
Saving Throw: None or Reflex half and Reflex negates (see text)
Catching a glimpse of the mace aimed for his skull, the Swordmage insinctively creates a barrier out of of that which he knows best. A pair of oversized wings of force sprout from his back, with daggers replacing feathers. The wings close over his head just in time to turn aside the blow. An instant later, the wings burst outward, showering the area before the Swordmage with a thousand daggers.

Except as noted here, this Incantation is identical to either the spell wings of cover or wings of flurry. The Swordmage is treated as if he had the Dragonblood subtype for the purpose of access to the secondary effects of these spells. If the Swordmage activates this Incantation as an immediate action, it functions as wings of cover. If the Swordmage activates this Incantation as an attack action, it functions as wings of flurry.
Whoa, huge flavor text. Probably going to pare that down some. Anyway, Wings of Cover is a 2nd level spell, Wings of Flurry is a 4th, though both quite good for their levels... Hmm. Yeah, upping it a level seems justified. Nice, I like this.



Earthen Grasp
Transmutation
Level: Swordmage 5
Casting Time: 1 attack action
Range: Melee Attack
Duration: 1 round/6 levels or 1 round (see text)
Saving Throw: Reflex partial (see text)
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 +2 Collision Quarterstaff. If it hits, the target must immediately make a Reflex save or be rendered helpless for the duration of the incantation. Even if the target saves sucessfully, it is still entangled for one round.
Only complaint here is that I'm pretty sure there's already a spell called Earthen Grasp. Otherwise, looks neat. Though I'm not sure "helpless" defines much - helpless is usually a descriptor that gets added to other statuses, rather than being a status on its own. A helpless victim should be bound or stunned or paralyzed or unconscious or something...


Thrice-Betraying Dagger
Conjuration (Teleportation)
Level: Swordmage 5
Casting Time: 1 attack action
Range: Up to 3 targets within Close range (25ft+5ft/two levels) of the Swordmage's starting position.
Saving Throw: Fortitude Negates (See text)
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 +2 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 teleports 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.
Attack three times for one attack action, possibly dealing +6d6 damage each time? That seems... like a lot. I really like the imagery though, and I'm not sure it deserves to be a higher level. Do people have thoughts on this one?


Winter's Breath
Evocation (Cold)
Level: Swordmage 5
Casting Time: 1 attack action
Range: Ranged Attack
Duration: 1 round/level
Saving Throw: Reflex Negates (see text)
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 +1 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.
This one I love.


Dance of Blades
Transmutation
Level: Swordmage 6
Casting Time: 1 Standard Action
Range: Personal
Effect: Four magical longswords (see text)
Duration: 1 round + 1 round/4 levels
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.

This Incantation functions as the steeldance spell, except as noted here.

Dance of blades animates four weapons instead of two, and they need not be weapons in the Swordmage's possession, though he can animate those instead if he chooses to. Should he elect to animate weapons other than those he possesses, dance of blades creates one each of the following longswords: +2 Keen Icy Burst, +2 Keen Fiery Burst, +2 Keen Shocking Burst, and +2 Keen Acidic Burst. 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.

Weapons animated by dance of blades add their enhancement modifier to attack and damage rolls, and activate their effects on successful hits as if they were held by the Swordmage.
This seems very cool.


Memory Cutter
Necromancy
Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Duration: Permanent and 1 round (see text)
Saving Throw: Fortitude partial and Will negates (see text)
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 touch attack against his target. 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.
Very powerful, but it's a high level. I think it looks good. And I love the fluff.


Ruby Prison
Evocation (Force)
Level: Swordmage 8
Casting Time: 1 attack action
Range: Melee attack
Duration: 1 round/level
Saving Throw: None
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 +2 Collision Impact Heavy Steel Shield. If he hits, 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. In addition, while other creatures can see into the ruby prison, the inhabitant of it cannot see out; in effect, the target has neither line of effect nor line of sight to anything outside of the ruby prison.
That's pretty awesome, I like it.


The Warrior Returning
Conjuration (Healing)
Level: Swordmage 8
Casting Time: 1 immediate action
Effect: Heal and Attack of Opportunity
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, but not if an attack would kill him outright. He immediately regains a number of hitpoints equal to his Swordmage level times one half his charisma modifier. 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 two negative levels upon completion of this Incantation (including the Attack of Opportunity if it is made). These negative levels never result in permanent level loss, but do not go away until the Swordmage has rested for at least 8 hours or received a Restoration spell or similar magical aid.
Uhm. OK, the healing is a decent amount, but the chance of being reduced to that -9 to -1 HP window is vanishingly small at this level, and despite that it's a far cry from a full heal, and carries with it a huge penalty. I cannot think of any reason to ever have this readied. I think either it needs to be usable whenever the Swordmage wants to use it, or it needs to be a lower level Incantation so it can be readied at a point where you actually have a reasonable chance to fall within the required range.


Thunderbluss
Evocation (Sonic)
Level: Swordmage ?
Casting Time: 1 immediate action or 1 attack action (see text)
Range: 60ft
Effect: Cone of Sonic Projectiles
Area: 60ft cone
Duration: 1 round or Instantaneous (see text)
Saving Throw: Reflex half
Surrounded by enemies, the Swordmage knows of no weapon that can aid him. Of course, there's always that one design of phenomenal power, still under field testing...

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 d3+4 hits, -1 for each ten feet they are away from the user. Each hit is treated as if it was from a +2 Collision Heavy Crossbow. In addition, each impact explodes within moments of striking, dealing 2d6 sonic damage from pure noise rippling outwards.
I love the name, that's awesome. The damage is likely massive, so that would put the level up there a bit, though I have to play with the numbers a bit to see exactly. And yeah, it might not be appropriate in every setting but that doesn't make it any less awesome. The only thing I don't really like is the fluff text - I dunno, it just doesn't seem appropriate for the Swordmage to know about some top-secret weapon like that. Especially since every Swordmage of a high enough level to cast the Incantation would know of it...


Assassin's Guile
Transmutation
Level: Swordmage 6
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: None
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 blink dagger or thrice-betraying dagger, and only after at least one enemy has been successfully struck by one of those Incantations. All foes previously struck by either blink dagger or thrice-betraying dagger in this round take automatic sneak attack damage as if by a Rogue of the Swordmage's level. If the targets are immune to precision damage, they instead take untyped damage equal to the Swordmage's level.
Interesting, very interesting. I think better to restrict it to Incantations with the Teleport descriptor, so we don't have to constantly update the list, but this is pretty awesome.


Perfect Strike of the Thrice-Betrayer
Transmutation
Level: Swordmage 9
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: Fortitude Partial
Holding the dagger of shadow loosely in one hand, the Swordmage gestured in turn to those he had just struck. One by one, they fell dead at his feet.

This Incantation can only be activated on the same turn as blink dagger or thrice-betraying dagger, and only after at least one enemy has been successfully struck by one of those Incantations. All foes previously struck by either blink dagger or thrice-betraying dagger in this round must immediately make a Fort save or be struck dead. On a successful save, the targets instead take untyped damage equal to the Swordmage's level.
Oof. That's... three or four SoDs in a single round. I really like the effect, but jesus it's powerful. I'm not sure about this.


More to follow.
Thank you, this is most impressive!


Will Blade
Illusion (Mind-Affecting)
Level: Swordmage 8
Casting Time: 1 attack action
Range: Melee attack or Gaze (60ft), see text
Duration: Instantaneous
Saving Throw: Will partial
The Swordmage stared at his opponent, and drew a sword from the air. He looked between them for just a moment, and then the Swordmage stood behind him, and the sword was in his chest.
Meanwhile, the companions of both sides wondered why a man had dropped dead from meeting the Swordmage's gaze.

One target makes a will save with DC equal to 10 + the Swordmage's class level + their Charisma modifier. If they succeed and the Swordmage is not within melee range, this incantation has no effect. If they succeed and the Swordmage is within melee range, the Swordmage attacks with a +3 Longsword. If they fail, the Swordmage attacks with a +5 Vorpal Longsword, and automatically threatens and confirms a critical.
I assume the Vorpal sword attacks even at range? Interesting. I assume the Vorpal effect does not automatically trigger as well? Or is it an SoD? I suppose it's OK to have SoDs at 8th... but as an attack action, I'm not so sure. Finger of Death at 7th, but... Hrm. I don't know.

Lix Lorn
2010-05-09, 04:54 PM
...good point. Maybe change it to 'that dangerous and temperemental weapon favoured by the' (insert technological race. Dwarves? Kobolds? Gnomes?)

On the Will Blade, it's meant to be an SoD. An auto crit Vorpal seemed a good way to do it. And yes, the Vorpal is at range.

DragoonWraith
2010-05-09, 05:01 PM
Then I feel like it should probably be a standard action.

Lix Lorn
2010-05-09, 05:02 PM
You think? Okay. (nods)

Jarian
2010-05-09, 05:06 PM
Oof. That's... three or four SoDs in a single round. I really like the effect, but jesus it's powerful. I'm not sure about this.

A fort save on a death effect at the level where wizards get gate et al didn't really seem to be pushing it for me. YMMV, of course.


Only complaint here is that I'm pretty sure there's already a spell called Earthen Grasp. Otherwise, looks neat. Though I'm not sure "helpless" defines much - helpless is usually a descriptor that gets added to other statuses, rather than being a status on its own. A helpless victim should be bound or stunned or paralyzed or unconscious or something...

I intentionally left that out so that it worked around specific immunities. Perhaps it needs wording to that effect?


Uhm. OK, the healing is a decent amount, but the chance of being reduced to that -9 to -1 HP window is vanishingly small at this level, and despite that it's a far cry from a full heal, and carries with it a huge penalty. I cannot think of any reason to ever have this readied. I think either it needs to be usable whenever the Swordmage wants to use it, or it needs to be a lower level Incantation so it can be readied at a point where you actually have a reasonable chance to fall within the required range.


I imagine anyone using this would also use one of the many ways to increase the amount of damage you can take before dying. Of course, that still might not justify the level, so do with it what you will.

DragoonWraith
2010-05-09, 05:40 PM
A fort save on a death effect at the level where wizards get gate et al didn't really seem to be pushing it for me. YMMV, of course.
Yeah, except I don't really want the Swordmage to be as powerful as a Wizard, cuz Wizards are ridiculous. Even as such, triggering 4+ SoDs in a single round is pretty damn good even for a 17th level Wizard...


I intentionally left that out so that it worked around specific immunities. Perhaps it needs wording to that effect?
I reread the description of Helpless and I think it works, you're right.


I imagine anyone using this would also use one of the many ways to increase the amount of damage you can take before dying. Of course, that still might not justify the level, so do with it what you will.
Uh, like what? There's the Totemist's Rage Claws, but it's the only way I can think of the expand that window, and even as such it's a vanishingly small window. You are far more likely to be killed out-right than to happen to fall inside the dying window. Which is also why things like Diehard are awful...

Jarian
2010-05-09, 05:48 PM
Yeah, except I don't really want the Swordmage to be as powerful as a Wizard, cuz Wizards are ridiculous. Even as such, triggering 4+ SoDs in a single round is pretty damn good even for a 17th level Wizard...

Up to four SoDs, after hitting with normal melee attacks.

Still, you could give each target after the first a cumulative +2/+4 bonus to their save?

Edit: Delay Death, among others. Still, you're right, it's much too niche to be worth level 8.

Jarian
2010-05-09, 07:20 PM
Fixed two of them, maybe?

Perfect Strike of the Thrice-Betrayer

Transmutation

Level: Swordmage 9
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: Fortitude Partial

Holding the dagger of shadow loosely in one hand, the Swordmage gestured in turn to those he had just struck. One by one, they fell dead at his feet.

This Incantation can only be activated on the same turn as thrice-betraying dagger, and only after at least one enemy has been sucessfully struck by it. All foes previously struck by thrice-betraying dagger in this round must immediately make a Fort save or be struck dead. On a successful save, the targets instead take untyped damage equal to the Swordmage's level. Each target after the first gets a cumulative +4 bonus to the save.

The Warrior Returning

Conjuration (Healing)

Level: Swordmage 8
Casting Time: 1 immediate action
Effect: Heal and Attack of Opportunity


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 his Swordmage level times one half his charisma modifier. 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 or received a Restoration spell or similar magical aid.

---

And some new ones.

Fellfrost Cross

Transmutation

Level: Swordmage 2
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous
Saving Throw: Fortitude Negates

Holding twin shortswords of icy blue steel at his side, the Swordmage suddenly brought them up in a pair of quick slashes, cutting a cross into his foe's flesh. At once, his enemy's skin began to freeze over.

Upon activating this Incantation, the Swordmage makes one melee attack each with a pair of +1 Icy Burst Shortswords. He is treated as having the Two-Weapon Fighting feat for the purpose of determining attack penalties when making this attack.

If either of the attacks hit, the target must immediately make a fort save or be affected by hypothermia and frostbite.

Simple Beauty

Transmutation

Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous
Saving Throw: None

The Swordmage knows that there is a time and a place for flashy attacks and confusing tactics. This is not it. With a single thrust of his blade, he severs his foe's head from its body.

Upon activating this Incantation, the Swordmage makes a single melee attack with a +3 Vorpal longsword. If it hits, the attack is treated as an automatic critical, as though the Swordmage had rolled two natural 20s.

Deadly Elegance

Illusion

Level: Swordmage 9
Casting Time: 1 standard action
Area: 20ft. burst centered on the Swordmage
Duration: Instantaneous
Saving Throw: Will Disbelief and Fortitude Partial

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 +5 Keen Rapier. A successful Will save negates all effects of this Incantation.

Magmalance
Conjuration (Creation)

Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Duration: 1 round/2 levels
Saving Throw: Fortitude Partial

Tapping into the primal heat of the world, the Swordmage thrusts his hand deep into the earth. When he withdraws it, he holds a lance of molten lava. The hole from which he drew the lance billows with noxious fumes, sickening those around him.

The Swordmage makes a single melee touch attack with a +1 Fiery Burst Lance against his target. In addition, each round after the first, all creatures within ten feet of the Swordmage's position at the time of this attack suffer the effects of the cloudkill spell.

DragoonWraith
2010-05-09, 09:51 PM
Perfect Strike of the Thrice-Betrayer
Transmutation
Level: Swordmage 9
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: Fortitude Partial
Holding the dagger of shadow loosely in one hand, the Swordmage gestured in turn to those he had just struck. One by one, they fell dead at his feet.

This Incantation can only be activated on the same turn as thrice-betraying dagger, and only after at least one enemy has been sucessfully struck by it. All foes previously struck by thrice-betraying dagger in this round must immediately make a Fort save or be struck dead. On a successful save, the targets instead take untyped damage equal to the Swordmage's level. Each target after the first gets a cumulative +4 bonus to the save.
Hmm, I'd sooner make it high damage (or maybe Con damage, to really make it hurt) to each, but not have it key solely off of Thrice-Betraying Dagger but off of any Incantations with the Teleport descriptor. That's just me, though. I dunno, something about the way the two have to go together strikes me as odd. Does anyone else think this is a problem?


The Warrior Returning
Conjuration (Healing)
Level: Swordmage 8
Casting Time: 1 immediate action
Effect: Heal and Attack of Opportunity
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 his Swordmage level times one half his charisma modifier. 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 or received a Restoration spell or similar magical aid.
NOW I love this. Excellent, excellent choice.


Fellfrost Cross
Transmutation
Level: Swordmage 2
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous
Saving Throw: Fortitude Negates
Holding twin shortswords of icy blue steel at his side, the Swordmage suddenly brought them up in a pair of quick slashes, cutting a cross into his foe's flesh. At once, his enemy's skin began to freeze over.

Upon activating this Incantation, the Swordmage makes one melee attack each with a pair of +1 Icy Burst Shortswords. He is treated as having the Two-Weapon Fighting feat for the purpose of determining attack penalties when making this attack.

If either of the attacks hit, the target must immediately make a fort save or be affected by hypothermia and frostbite.
I assume the effects of hypothermia and frostbite are found in the DMG? Never checked. Still, I like it.

By the way, pretty sure the "treated as having the Two-Weapon Fighting feat" doesn't work - TWF doesn't let you attack twice with one attack action (though it should), so it's better to just spell out how it works (this is what, for example, Wolf Fang Strike does). I've done that with several past submissions, but I thought I'd mention it.


Simple Beauty
Transmutation
Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous
Saving Throw: None
The Swordmage knows that there is a time and a place for flashy attacks and confusing tactics. This is not it. With a single thrust of his blade, he severs his foe's head from its body.

Upon activating this Incantation, the Swordmage makes a single melee attack with a +3 Vorpal longsword. If it hits, the attack is treated as an automatic critical, as though the Swordmage had rolled two natural 20s.
No. Consider the Tome of Battle 9th level maneuvers - only one is an out-right kill, and it requires a full round action, a Jump check equal to your opponent's AC, hitting with a melee attack, and your opponent failing a Fortitude save. And that is roughly the desired balance point.


Deadly Elegance
Illusion
Level: Swordmage 9
Casting Time: 1 standard action
Area: 20ft. burst centered on the Swordmage
Duration: Instantaneous
Saving Throw: Will Disbelief and Fortitude Partial
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 +5 Keen Rapier. A successful Will save negates all effects of this Incantation.
This is much better, I like this.

Jarian
2010-05-09, 10:02 PM
Third time's the charm, hopefully?

Perfect Strike of the Thrice-Betrayer
Transmutation

Level: Swordmage 9
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: Fortitude Partial

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 on the same turn as thrice-betraying dagger, and only after at least one enemy has been sucessfully struck by it. All foes previously struck by thrice-betraying dagger in this round must immediately make a Fortitude save or take 2d6 strength, 2d6 dexterity, and 2d6 constitution damage. A successful save halves the damage.

Balanced against Five-Shadow Creeping Ice Enervation Strike (That's a mouthful...), hopefully. It doesn't have the bonus damage, but it automatically takes the best effect.

It doesn't have to work only with a single Incantation, but when you leave things open-ended, there's more abuse possible.

Edit: And what of Magmalance, incidentally?


I assume the effects of hypothermia and frostbite are found in the DMG? Never checked. Still, I like it.

They are.

Edit2: One more, because apparently I have a lot of time on my hands today.

Kinslayer
Enchantment (Mind-Affecting)

Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Duration: 1 round/2 levels or 1 round (see text)
Saving Throw: Will Partial

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 the Swordmage as a friend, and his allies as mortal enemies.

The Swordmage makes a single attack with a +3 Club. If he hits, the target must immediately make a will save. If it fails, it suffers the effects of a dominate person spell for the duration of this Incantation. Even if it succeeds on the save, the target is still confused for one round.

sscheib
2010-05-09, 10:04 PM
Awesome incantations! This class is just wickedly fantastic. I can't wait to play one.

I just thought I'd point out that 'Unleash The Sun' on the wiki page requires formatting. I was looking over the class, as I do just about every day to get a comprehensive understanding of it, and just happened to notice it.

DragoonWraith
2010-05-09, 10:49 PM
Magmalance
Conjuration (Creation)
Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Duration: 1 round/2 levels
Saving Throw: Fortitude Partial
Tapping into the primal heat of the world, the Swordmage thrusts his hand deep into the earth. When he withdraws it, he holds a lance of molten lava. The hole from which he drew the lance billows with noxious fumes, sickening those around him.

The Swordmage makes a single melee touch attack with a +1 Fiery Burst Lance against his target. In addition, each round after the first, all creatures within ten feet of the Swordmage's position at the time of this attack suffer the effects of the cloudkill spell.
Neat - I'm reminded somewhat of Magmus from Heroes of Newerth. Probably going to be hard to get people to stay in the cloud, but it would be interesting to try, I think!


Third time's the charm, hopefully?
Aw, I hope you understand that I really appreciate your doing this! Also, at least this last time, I'm unsure that I am right - I was actually looking for another opinion. That said, I'll definitely look at the new version.


Perfect Strike of the Thrice-Betrayer
Transmutation
Level: Swordmage 9
Casting Time: 1 attack action
Duration: Instantaneous
Saving Throw: Fortitude Partial
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 on the same turn as thrice-betraying dagger, and only after at least one enemy has been sucessfully struck by it. All foes previously struck by thrice-betraying dagger in this round must immediately make a Fortitude save or take 2d6 strength, 2d6 dexterity, and 2d6 constitution damage. A successful save halves the damage.

Balanced against Five-Shadow Creeping Ice Enervation Strike (That's a mouthful...), hopefully. It doesn't have the bonus damage, but it automatically takes the best effect.

It doesn't have to work only with a single Incantation, but when you leave things open-ended, there's more abuse possible.
That looks better, but Five-Shadow Creeping Ice Enervation Strike still only attacks one target, and on a Successful save (assuming it struck the heart to begin with), they only take half the Dex and Str damage, not the Con damage, and it's still a Standard Action. So yours is still quite a bit better. I'm not really sure...


One more, because apparently I have a lot of time on my hands today.
Again, I really do appreciate it.


Kinslayer
Enchantment (Mind-Affecting)
Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Duration: 1 round/2 levels or 1 round (see text)
Saving Throw: Will Partial
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 the Swordmage as a friend, and his allies as mortal enemies.

The Swordmage makes a single attack with a +3 Club. If he hits, the target must immediately make a will save. If it fails, it suffers the effects of a dominate person spell for the duration of this Incantation. Even if it succeeds on the save, the target is still confused for one round.
This is pretty awesome. Dominate seems out of line with the effect (the fluff text describes Charm), but Dominate makes much more sense for an Incantation of this level, so whatever. I especially like the name of this one, heh.


Awesome incantations! This class is just wickedly fantastic. I can't wait to play one.

I just thought I'd point out that 'Unleash The Sun' on the wiki page requires formatting. I was looking over the class, as I do just about every day to get a comprehensive understanding of it, and just happened to notice it.
Thanks, I'll take a look at it. EDIT: Fixed. Also, removed the Header tags around the Incantations, because the Table of Contents was getting to be ridiculous.

Jarian
2010-05-09, 10:55 PM
That looks better, but Five-Shadow Creeping Ice Enervation Strike still only attacks one target, and on a Successful save (assuming it struck the heart to begin with), they only take half the Dex and Str damage, not the Con damage, and it's still a Standard Action. So yours is still quite a bit better. I'm not really sure...

Granted, but FSCIES (ugh! :smallyuk:) also does +15d6 damage, for an average of 53 and a possibility of 90.

Perhaps if the con damage went away completely on a save?

DragoonWraith
2010-05-09, 11:12 PM
Honestly, I really don't know. I could be totally off-base here to begin with. And I feel really dumb because I know I've scrutinized this Incantation far more than I have any other, including my own, which doesn't seem fair and is quite hypocritical. Anyway, to answer you properly, I think I need to bring that scrutiny to bear on some of the existing Incantations, as well as Tome of Battle, to determine how it stands. I'm also very interested in others' opinions on this.

Jarian
2010-05-09, 11:16 PM
*shrug* Whatever makes the class better in the end, really.

Incidentally, I just noticed that you have another dominate effect in the Incantations. It's at a level lower than a normal Dominate Person. Typo?

Edit: Oh hey, one more.

Blade of Fate
Divination

Level: Swordmage 7
Casting Time: 1 attack action
Range: Melee attack and Personal
Duration: 1 round
Saving Throw: None

Conjuring a greatsword of the clearest crystal, the Swordmage attacks his target with unerring accuracy. The sword shatters, but in the pieces, the Swordmage sees glimpses of what is yet to happen.

The Swordmage makes a single attack with a +4 Ghost Touch Greatsword. Regardless of whether he hits or misses, the rest of his attacks in this turn have a +10 bonus to the attack rolls and bypass all miss chances, as well as cover and concealment less than total.

Lix Lorn
2010-05-10, 07:19 AM
Okay, don't some of those attacks need elemental descriptors? Like Magmalance=Fire?

Also, for a class which is 'often chaotic', there is an imbalance of lawful incantations. :smallfrown:

Chaos Blade
Conjuration (Chaotic, Teleportation)
Level: Swordmage 7
Casting Time: 1 standard action
Range: Melee attack and Personal
Duration: 1 round
Saving Throw: None

A shimmering blade of energy glowed in her hand, and she smirked. With a sound like a crumpling cloud, she vanished into purple smoke, reappearing behind her opponenet and slashing him in two, vanishing again, and decapitating him from the side. A third strike, faster than the eye could see, bisected him-and a fourth lanced through his heart.

All in an instant.
And only then did he have time to fall apart.

As a single standard action, the Swordmage makes a number of attacks equal to the number he would be entitled to in a full attack with a +5 Anarchic Keen Longsword. However, they are all made at her full BAB, albeit at a -4 penalty.

Plus, magic is eeevil!
Distracting Discharge
Evocation (Electricity)
Level: Swordmage 3
Casting Time: 1 immediate action
Range: Ranged attack
Duration: 1 round
Saving Throw: None

The Sorceror formed four spheres of stone and flame, smirking as he began to gesture them towards the Swordmage. An arrow of force and lightning struck him in the chest, and an explosion of magic struck with it. When the light faded, the meteors were gone.

This incantation can only be used when an opponent is casting a spell, though it can always interrupt a casting, no matter how little time the spell takes to cast. The Swordmage attacks with a +1 Shocking Collision Longbow. If the attack hits, the opponents spell is affected as per a Dispel Magic used as a Counterspell. For this dispel check, you are not limited to a +10 bonus from your caster level.

Bodez
2010-05-10, 07:29 AM
Slightly derailing from last few posts, but I have a question regarding feats that allow extra attacks.
A PC of mine wants to pick this up as his next character, so I was wondering how this class works with feats like Rapid Shot and Two-Weapon Fighting.
Rapid Shot is fairly obvious, we agreed that it can be used if the first attack in full-attack is ranged with -2 on attack roll, and then it can be followed with other Canted ranged weapons.
For example, level 1 Swordmage would make a full attack with Light Bow and Cantrip of, let's say Dagger which he would throw.
But what about Two-weapon Fighting?

Snowfire
2010-05-10, 08:44 AM
Okay, don't some of those attacks need elemental descriptors? Like Magmalance=Fire?

Also, for a class which is 'often chaotic', there is an imbalance of lawful incantations. :smallfrown:

Chaos Blade
Conjuration (Chaotic)
Level: Swordmage 7
Casting Time: 1 attack action
Range: Melee attack and Personal
Duration: 1 round
Saving Throw: None

A shimmering blade of energy glowed in her hand, and she smirked. With a sound like a crumpling cloud, she vanished into purple smoke, reappearing behind her opponenet and slashing him in two, vanishing again, and decapitating him from the side. A third strike, faster than the eye could see, bisected him-and a fourth lanced through his heart.

All in an instant.
And only then did he have time to fall apart.

As a single attack action, the Swordmage makes a number of attacks equal to the number he would be entitled to in a full attack with a +5 Anarchic Longsword. However, they are all made at her full BAB, albeit at a -4 penalty. She may make no more attack actions during her turn. (Though can take advantages of AoO's and other actions in other character's turns.)

I like this one, the imagery is just awesome :smallsmile:


Plus, magic is eeevil!
Distracting Discharge
Evocation (Electricity)
Level: Swordmage 3
Casting Time: 1 immediate action
Range: Ranged attack and counterspell
Duration: 1 round
Saving Throw: None

The Sorceror formed four spheres of stone and flame, smirking as he began to gesture them towards the Swordmage. An arrow of force and lightning struck him in the chest, and an explosion of magic struck with it. When the light faded, the meteors were gone.

This incantation can only be used when an opponent is casting a spell, though it can always interrupt a casting, no matter how little time the spell takes to cast. The Swordmage attacks with a +1 Shocking Collision Longbow. If the attack hits, the opponents spell is automatically countered, unless it is a higher level spell that the highest level of incantation you can perform. If it is of higher level, you may still add your class level to the DC of their concentration check to complete their spell.

Um....rather large problem with this one. Take it as a Favoured Incatation. The moment you hit level 19 you become immune to spellcasters. Even before then, you can pretty much lay waste to them by disrupting their more powerful spells. I like the idea, but this seems a tad unfair on casters as a whole. Maybe modify it so that 7th level and higher spells can't be auto-countered, instead the attack acts as a Counterspell if it hits where the swordmage gets a bonus on the check?

DragoonWraith
2010-05-10, 09:33 AM
I'm totally in class and not supposed to be on the computer; I've read the posts, but I'm going to have to get back to you guys on the new Incantations.

However,

Slightly derailing from last few posts, but I have a question regarding feats that allow extra attacks.
A PC of mine wants to pick this up as his next character, so I was wondering how this class works with feats like Rapid Shot and Two-Weapon Fighting.
Rapid Shot is fairly obvious, we agreed that it can be used if the first attack in full-attack is ranged with -2 on attack roll, and then it can be followed with other Canted ranged weapons.
For example, level 1 Swordmage would make a full attack with Light Bow and Cantrip of, let's say Dagger which he would throw.
But what about Two-weapon Fighting?
I've actually been thinking about it; I'm not honestly sure. Your restriction for Rapid Shot makes sense - perhaps for TWF you apply a -2 penalty on light weapons, and a -6 penalty on non-light weapons, whether from an incantation or not, on all attacks derived from TWF/ITWF/GTWF? Not sure if it's balanced, but it probably makes the most sense.

Bodez
2010-05-10, 12:08 PM
However,

I've actually been thinking about it; I'm not honestly sure. Your restriction for Rapid Shot makes sense - perhaps for TWF you apply a -2 penalty on light weapons, and a -6 penalty on non-light weapons, whether from an incantation or not, on all attacks derived from TWF/ITWF/GTWF? Not sure if it's balanced, but it probably makes the most sense.

Well one of the ways to approach this is the same as with Rapid Shot. I'll jump straight into example: Level 6 Swordmage, unarmed, full attacking, has TWF as one of his feats.
He makes his first attack (he has two at level 6) with a one-handed or light weapon, and decides to take -2 to hit. He then makes extra attack with one-handed or light weapon with -6 for one-handed and -2 for light, but applying only half his Cha modifier to damage. He then makes third attack at +1 BAB again with one-handed or light at -2.

So, if for his first attack he accepts -2 on that attack, and doesn't use any ranged or two-handed weapons on that attack, he gains additional attack at highest BAB, with -2 or -6 for light and one-handed weapons. All the other attacks after that two are at -2.
That should emulate TWF with Incantations like the "normal" TWF.
Also, with ITWF and GTWF, same thing, he makes more attacks at reduced BAB, with -2 from above rules, and additional -4 if it is one-handed weapon.

This may seem a bit hard to get over at first, but try using a few Cants while following this in your head and you would get the grasp of it.

Lix Lorn
2010-05-10, 01:50 PM
Thanks on the Chaos Blade. (It's the signature attack of a clan of swordsmen in one of my stories. XD)

On Distracting Discharge, I could make it as a Dispel Check, like when using Dispel Magic as a counterspell.

On TWF, I'd say that you do it same as normal. You can only use one incantation at a time, but if you have a one handed/light weapon in your other hand, you can twf with it and the Canted as normal.
Makes sense?

Snowfire
2010-05-10, 03:42 PM
Dispel check sounds good.

Lix Lorn
2010-05-10, 03:44 PM
Changed. XD

Jarian
2010-05-10, 03:56 PM
Chaos Blade needs the (Teleportation) descriptor, if I'm reading it correctly.|

Ne'er mind, it's melee range.:smallredface:

Lix Lorn
2010-05-10, 04:05 PM
Actually, according to the flavour, you're right. I'll add it.
I didn't know that was a descriptor. XD

Jarian
2010-05-10, 04:52 PM
For what it's worth, I don't think allowing non-BAB-derived attacks (save AoOs) to work with Incantations is a good idea. The class should be balanced around getting 1/2/3/4 attacks per round. If you allow Rapid Shot, TWF, ITWF, and GTWF, the power level goes way up.

Jarian
2010-05-10, 07:18 PM
Ideas galore!

More to follow in this vein, one group for each element.

Swordmage Art: Burn
Evocation (Fire)

Level: Swordmage 3
Casting Time: 1 attack action
Area: 5ft burst centered on the Swordmage.
Duration: Instantaneous
Saving Throw: Reflex Half

Shifting his stance, the Swordmage swung the sword of liquid fire in a wide arc around him. The enemies surrounding him shrank back at the sudden blaze.

All enemies within the area take 1d6 fire damage per Swordmage level, to a maximum of 10d6 fire damage at 10th level.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 2nd level Incantation instead.


Swordmage Art: Blaze
Evocation (Fire)

Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Area: 30ft Cone
Duration: Instantaneous
Saving Throw: Reflex Half

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 +3 Fiery Burst Spiked Gauntlet. If he hits, all targets in the area take 1d6 fire damage per two Swordmage 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 swordmage art Incantations in this round, he may activate this one as an 5th level Incantation instead.


Swordmage Art: Incinerate
Evocation (Fire)

Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous
Saving Throw: Reflex Half

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 +5 Fiery Burst Flindbar. If he hits, his target takes 1d8 fire damage per Swordmage level, to a maximum of 20d8 fire damage at 20th level. This fire damage ignores any normal fire resistance or immunity. A successful Reflex save reduces the fire damage by half.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.


Swordmage Art: Frost
Evocation (Cold)

Level: Swordmage 3
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous and 1 round/6 levels
Saving Throw: Fortitude Half and Fortitude Negates (see text)

Reaching out with icy fingers, the Swordmage touches his foe. At once, they start to shiver uncontrollably.

The Swordmage makes a single melee touch attack. If he hits, his target takes 1d6 cold damage per two Swordmage levels, to a maximum of 5d6 at 10th. In addition, the target is immediately overcome by a severe bout of cold, rendering him unable to take more than a single move action per turn. A successful fortitude save halves the damage and negates the slowing.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 2nd level Incantation instead.


Swordmage Art: Ice
Evocation (Cold)

Level: Swordmage 6
Casting Time: 1 attack action
Area: Cylinder 30ft wide, 60ft tall, with a 5ft clear space centered on the Swordmage
Duration: Instantaneous and 1 round
Saving Throw: Fortitude Half and Reflex Half (see text)

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.

All creatures caught in the area of effect take 1d8 cold damage amd 1d8 bludgeoning damage per two swordmage levels, to a maximum of 10d8 cold damage and 10d8 bludgeoning damage at 20th level. A successful Fortitude save halves the cold damage, while a successful Reflex save halves the bludgeoning damage.

In addition, all surfaces within the area of effect become slick with a thin coating of frost. This effect is functions as a grease spell with a duration of 1 round.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 5th level Incantation instead.


Swordmage Art: Freeze
Evocation (Cold)

Level: Swordmage 9
Casting Time: 1 attack action
Range: Ranged attack
Duration: Instantaneous
Saving Throw: Fortitude Negates

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 a +5 Icy Burst Dart. If he hits, the target must immediately make a fortitude save or be turned into a statue of ice, as the spell flesh to stone, except that dealing 20 fire damage (+20 per size category above medium) to the statue melts it into a puddle of water.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.


Swordmage Art: Shock
Evocation (Electricity)

Level: Swordmage 3
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous and 1 round (see text)
Saving Throw: Reflex Half and Fortitude Negates (see text)

The Swordmage runs a fingernail along the blade of the dagger, and a line of crackling energy follows. With the speed of thought, he whips it toward his target, who convulses helplessly.

The Swordmage makes a single ranged attack with a +1 Shocking Burst dagger. He is treated as if he had the Far Shot and Precise Shot feats for the purpose of this attack. If he hits, his target takes 1d6 points of electric damage per two Swordmage levels, to a maximum of 5d6 at 10th. In addition, the target is paralyzed for one round. A successful Reflex save halves the electric damage, while a successful Fortitude save negates the paralyzation.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 2nd level Incantation instead.


Swordmage Art: Stun
Evocation (Electricity)

Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Area: 20ft Globe centered on the Swordmage
Duration: Instantaneous and 1 round/5 levels (see text)
Saving Throw: Reflex Half and Fortitude Negates (see text)

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 +3 Shocking Burst Collision Quarterstaff. Regardless of whether he hits or misses, all creatures in the area of effect except the swordmage take 1d8 points of electric damage per two Swordmage levels, to a maximum of 10d8 at 20th level, and are stunned for the duration of the Incantation. 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, he may activate this one as an 5th level Incantation instead.

Swordmage Art: Electrocute
Evocation (Electricity)

Level: Swordmage 9
Casting Time: 1 attack action
Range: Ranged attack
Area: 60ft Line
Duration: Instantaneous and 1 round/2 levels (see text)
Saving Throw: Reflex half and Fortitude Partial (see text)

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 touch attack with a +5 Shocking Burst Distance Javelin. Regardless of whether it hits or not, all creatures in a 60ft line (starting from the target's space) take 15d6 electric damage and are stunned for the duration of the Incantation. A successful Reflex save halves the electric damage, while a success on the Fortitude save negates the stunning. Even on a successful Fortitude save, the targets are still dazed for one round.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.

sscheib
2010-05-10, 08:38 PM
The image used for this class is what really drew me into wanting to play a Swordmage. I've had an idea for this Incantation for awhile and I think I'll take a stab at creating it.

Up Your Arsenal!
Evocation
Level: Swordmage (9)?
Casting Time: Full attack action
Range: Melee OR Ranged attack
Saving Throw: Reflex halves

In a fit of rage, the swordmage calls up all of his weapons at once, conjuring his entire arsenal all around him. As his enemy realizes his body is about to become mincemeat, the swordmage allows a smile to creep across his face.

The swordmage summons and then launches four +5 greatswords, four +5 great axes, and four +5 great clubs, all floating around him; each of them attacking with the swordmage's highest BAB. A successful reflex save halves the damage.

I have no idea if this even works. I just really wanted a swordmage to be able to summon a whole bunch of weapons and send them at an enemy at once.

DragoonWraith
2010-05-10, 08:38 PM
For what it's worth, I don't think allowing non-BAB-derived attacks (save AoOs) to work with Incantations is a good idea. The class should be balanced around getting 1/2/3/4 attacks per round. If you allow Rapid Shot, TWF, ITWF, and GTWF, the power level goes way up.
I've considered that also.

Maybe apply the attack penalty also to save DCs?

I've also been considering a Feat to allow Incantations to be used as Monk weapons - meaning Flurry of Blows with Incantations. I love the image, but if Rapid Shot/Two-Weapon Fighting is bad, Flurry of Blows is utter madness. A Monk 1 or Monk 2 dip would be almost mandatory for the class, it seems like...

Jarian
2010-05-10, 08:49 PM
Maybe apply the attack penalty also to save DCs?

And what of the attacks that either don't require an attack roll or have a save? They'd just end up lumped onto the end of the attack patterns, while the Swordmage would throw out more of his better attacks per round.

It seems a headache in the making.

Thoughts on the "Swordmage Art" line?

DragoonWraith
2010-05-10, 09:18 PM
OK, getting back to Incantation review. Jesus, you guys have been busy. I need to expand the Credits section a great deal.


Also, for a class which is 'often chaotic', there is an imbalance of lawful incantations. :smallfrown:
You are correct. I blame my own imagination for that.


Chaos Blade
Conjuration (Chaotic, Teleportation)
Level: Swordmage 7
Casting Time: 1 attack action
Range: Melee attack and Personal
Duration: 1 round
Saving Throw: None
A shimmering blade of energy glowed in her hand, and she smirked. With a sound like a crumpling cloud, she vanished into purple smoke, reappearing behind her opponenet and slashing him in two, vanishing again, and decapitating him from the side. A third strike, faster than the eye could see, bisected him-and a fourth lanced through his heart.

All in an instant.
And only then did he have time to fall apart.

As a single attack action, the Swordmage makes a number of attacks equal to the number he would be entitled to in a full attack with a +5 Anarchic Longsword. However, they are all made at her full BAB, albeit at a -4 penalty. She may make no more attack actions during her turn. (Though can take advantages of AoO's and other actions in other character's turns.)
OK, uhm... why wouldn't you just use this as your last attack? Seems like this should just be a Standard Action. It's a pretty solid Standard Action anyway, getting a full attack with much better attack bonuses than usual.

Also, +5 is a waste. A. Enhanced Cant means you'll have a +3 at that point, and you'll have +4 pretty soon, no matter what the Incantation says. B. Special Abilities are better to begin with. Suggestions on Special Abilities?


Distracting Discharge
Evocation (Electricity)
Level: Swordmage 3
Casting Time: 1 immediate action
Range: Ranged attack
Duration: 1 round
Saving Throw: None
The Sorceror formed four spheres of stone and flame, smirking as he began to gesture them towards the Swordmage. An arrow of force and lightning struck him in the chest, and an explosion of magic struck with it. When the light faded, the meteors were gone.

This incantation can only be used when an opponent is casting a spell, though it can always interrupt a casting, no matter how little time the spell takes to cast. The Swordmage attacks with a +1 Shocking Collision Longbow. If the attack hits, the opponents spell is affected as per a Dispel Magic used as a Counterspell. However, you roll 1d20 + your Swordmage level for this check.
They have a Caster Level they can use, so I'd just as soon use that, but otherwise this is awesome, I love it!

Ideas galore! [...] Art
I'll say - I rather like the idea of using "Art" as what we're calling these things. Arts per Encounter, 6th level Art, etc. How do people feel about this?


Swordmage Art: Burn
Evocation (Fire)
Level: Swordmage 3
Casting Time: 1 attack action
Area: 5ft burst centered on the Swordmage.
Duration: Instantaneous
Saving Throw: Reflex Half
Shifting his stance, the Swordmage swung the sword of liquid fire in a wide arc around him. The enemies surrounding him shrank back at the sudden blaze.

All enemies within the area take 1d6 fire damage per Swordmage level, to a maximum of 10d6 fire damage at 10th level.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 2nd level Incantation instead.
Uhhh... how do you Ready this as a 2nd level Incantation? Or, if you've Readied it as a 3rd level one, what happens when it's counted as a 2nd level one? Also, it should key off of Caster Level, IMO.


Swordmage Art: Blaze
Evocation (Fire)
Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Area: 30ft Cone
Duration: Instantaneous
Saving Throw: Reflex Half
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 +3 Fiery Burst Spiked Gauntlet. If he hits, all targets in the area take 1d6 fire damage per two Swordmage 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 swordmage art Incantations in this round, he may activate this one as an 5th level Incantation instead.
This seems weak. The damage is half what it should be, and while you also get a melee attack, that's just... not that great.


Swordmage Art: Incinerate
Evocation (Fire)

Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous
Saving Throw: Reflex Half
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 +5 Fiery Burst Flindbar. If he hits, his target takes 1d8 fire damage per Swordmage level, to a maximum of 20d8 fire damage at 20th level. This fire damage ignores any normal fire resistance or immunity. A successful Reflex save reduces the fire damage by half.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.
Very nice, I like this one a lot.


Swordmage Art: Frost
Evocation (Cold)
Level: Swordmage 3
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous and 1 round/6 levels
Saving Throw: Fortitude Half and Fortitude Negates (see text)
Reaching out with icy fingers, the Swordmage touches his foe. At once, they start to shiver uncontrollably.

The Swordmage makes a single melee touch attack. If he hits, his target takes 1d6 cold damage per two Swordmage levels, to a maximum of 5d6 at 10th. In addition, the target is immediately overcome by a severe bout of cold, rendering him unable to take more than a single move action per turn. A successful fortitude save halves the damage and negates the slowing.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 2nd level Incantation instead.
Uhm. This sounds like a spell rather than an incantation. Also, it's pretty rare for characters to have more than one move action in a turn. Do you mean they can't take standard actions?


Swordmage Art: Ice
Evocation (Cold)
Level: Swordmage 6
Casting Time: 1 attack action
Area: Cylinder 30ft wide, 60ft tall, with a 5ft clear space centered on the Swordmage
Duration: Instantaneous and 1 round
Saving Throw: Fortitude Half and Reflex Half (see text)
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.

All creatures caught in the area of effect take 1d8 cold damage amd 1d8 bludgeoning damage per two swordmage levels, to a maximum of 10d8 cold damage and 10d8 bludgeoning damage at 20th level. A successful Fortitude save halves the cold damage, while a successful Reflex save halves the bludgeoning damage.

In addition, all surfaces within the area of effect become slick with a thin coating of frost. This effect is functions as a grease spell with a duration of 1 round.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 5th level Incantation instead.
This I love. This is awesome. I think I'd change it so the cold damage keys off of odd levels (staggering the two), but other than that I love it.


Swordmage Art: Freeze
Evocation (Cold)
Level: Swordmage 9
Casting Time: 1 attack action
Range: Ranged attack
Duration: Instantaneous
Saving Throw: Fortitude Negates
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 a +5 Icy Burst Dart. If he hits, the target must immediately make a fortitude save or be turned into a statue of ice, as the spell flesh to stone, except that dealing 20 fire damage (+20 per size category above medium) to the statue melts it into a puddle of water.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.
There is a Flesh to Ice spell in Frostburn. Just saying. Otherwise, awesome.


Swordmage Art: Shock
Evocation (Electricity)

Level: Swordmage 3
Casting Time: 1 attack action
Range: Melee attack
Duration: Instantaneous and 1 round (see text)
Saving Throw: Reflex Half and Fortitude Negates (see text)
The Swordmage runs a fingernail along the blade of the dagger, and a line of crackling energy follows. With the speed of thought, he whips it toward his target, who convulses helplessly.

The Swordmage makes a single ranged attack with a +1 Shocking Burst dagger. He is treated as if he had the Far Shot and Precise Shot feats for the purpose of this attack. If he hits, his target takes 1d6 points of electric damage per two Swordmage levels, to a maximum of 5d6 at 10th. In addition, the target is paralyzed for one round. A successful Reflex save halves the electric damage, while a successful Fortitude save negates the paralyzation.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 2nd level Incantation instead.
Paralysis is a damn powerful status effect, but the damage is low, it's a single target for a single round, and it's a 3rd level art... hmm. I worry somewhat about this combined with Innate Cant, a full attack of these things would be brutal.


Swordmage Art: Stun
Evocation (Electricity)
Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Area: 20ft Globe centered on the Swordmage
Duration: Instantaneous and 1 round/5 levels (see text)
Saving Throw: Reflex Half and Fortitude Negates (see text)
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 +3 Shocking Burst Collision Quarterstaff. Regardless of whether he hits or misses, all creatures in the area of effect except the swordmage take 1d8 points of electric damage per two Swordmage levels, to a maximum of 10d8 at 20th level, and are stunned for the duration of the Incantation. 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, he may activate this one as an 5th level Incantation instead.
Stunned? That's a big ouch. Daze seems more reasonable for the area and duration.


Swordmage Art: Electrocute
Evocation (Electricity)
Level: Swordmage 9
Casting Time: 1 attack action
Range: Ranged attack
Area: 60ft Line
Duration: Instantaneous and 1 round/2 levels (see text)
Saving Throw: Reflex half and Fortitude Partial (see text)
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 touch attack with a +5 Shocking Burst Distance Javelin. Regardless of whether it hits or not, all creatures in a 60ft line (starting from the target's space) take 15d6 electric damage and are stunned for the duration of the Incantation. A successful Reflex save halves the electric damage, while a success on the Fortitude save negates the stunning. Even on a successful Fortitude save, the targets are still dazed for one round.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.
This is awesome, I like this.


The image used for this class is what really drew me into wanting to play a Swordmage. I've had an idea for this Incantation for awhile and I think I'll take a stab at creating it.
I can take absolutely no credit for that, heh.


Up Your Arsenal!
Evocation
Level: Swordmage 9(?)
Casting Time: Full attack action
Range: Melee OR Ranged attack
Saving Throw: Reflex halves
In a fit of rage, the swordmage calls up all of his weapons at once, conjuring his entire arsenal all around him. As his enemy realizes his body is about to become mincemeat, the swordmage allows a smile to creep across his face.

The swordmage summons and then launches four +5 greatswords, four +5 great axes, and four +5 great clubs, all floating around him; each of them attacking with the swordmage's highest BAB. A successful reflex save halves the damage.

I have no idea if this even works. I just really wanted a swordmage to be able to summon a whole bunch of weapons and send them at an enemy at once.
Whoa, I love the image (...which is, ya know, why I chose it for the image for the class). That's 12 attacks that are very likely to hit, yielding 8d6+4d10+4d12+60+12*Cha damage, neglecting the (very real) chance of criticals. That's averaging 196 damage, with a low Cha (20). I want this effect in the game, but... this is quite a bit better than three times as good as Time Stands Still, one of the most fearsome maneuvers in Tome of Battle. I don't know how best to handle this.

sscheib
2010-05-10, 09:26 PM
Yeah, I thought it was pretty...ridiculous. No idea how to make it work. Epic incantation? Heh.

Jarian
2010-05-10, 09:36 PM
Uhhh... how do you Ready this as a 2nd level Incantation? Or, if you've Readied it as a 3rd level one, what happens when it's counted as a 2nd level one? Also, it should key off of Caster Level, IMO.

Oh, readied. Hm. That could be a problem.

Spontaneous conversion a la Cleric? You still have the 3rd level version prepared, but you can spontaneously lose one of your 2nd level Incantations to cast a different copy.

I'm also not in favor of calling them Arts, by the by. I love Incantation.



This seems weak. The damage is half what it should be, and while you also get a melee attack, that's just... not that great.

Per encounter ability, strikes the target, torches the target, torches stuff behind the target... *shrug*



Uhm. This sounds like a spell rather than an incantation. Also, it's pretty rare for characters to have more than one move action in a turn. Do you mean they can't take standard actions?

Add "Melee touch attack with a +1 Icy Burst Gauntlet". Voila!

It's a Nauseated effect without being Nausea. I'm fond of going around immunities, you see.



There is a Flesh to Ice spell in Frostburn. Just saying. Otherwise, awesome.

Oops.



Stunned? That's a big ouch. Daze seems more reasonable for the area and duration.

Stunning is way more commonly resisted. Change to daze if you like, but that's the reason Boomerang Daze is considered broken.

DragoonWraith
2010-05-10, 09:57 PM
Oh, readied. Hm. That could be a problem.

Spontaneous conversion a la Cleric? You still have the 3rd level version prepared, but you can spontaneously lose one of your 2nd level Incantations to cast a different copy.
What does your readied copy of the Incantation become, then?


I'm also not in favor of calling them Arts, by the by. I love Incantation.
Hehe, it's getting very hard to change that. Probably won't, really, but I figured this'd be one last option to consider before finally giving up the ghost.



Per encounter ability, strikes the target, torches the target, torches stuff behind the target... *shrug*
Actually... you're probably right. Other Incantations of a similar level are probably too strong, now that I think about it.


Add "Melee touch attack with a +1 Icy Burst Gauntlet". Voila!
I'm somewhat opposed to the Touch attack. Thoughts?


It's a Nauseated effect without being Nausea. I'm fond of going around immunities, you see.
Aha, I do see. OK, that works. Only comment: that's not how I read your sentence. Typical ambiguity in the English language, but I parsed it as "only one" "move action", as opposed to "only" "one move action", if you understand me. I'll probably clarify it when I add it to the Wiki.


Oops.
Hehe, minor.


Stunning is way more commonly resisted. Change to daze if you like, but that's the reason Boomerang Daze is considered broken.
Really? Interesting, I did not know that. I'm not overly familiar (by which I mean, not at all familiar) with monsters, sooo... yeah.

Jarian
2010-05-10, 10:02 PM
What does your readied copy of the Incantation become, then?

Nothing new. You keep that copy, and you can activate another copy as a lower level Incantation. Seems the easiest way to handle it, and it gives you the ability to "re-use" some of the Arts without readying multiple copies.



Actually... you're probably right. Other Incantations of a similar level are probably too strong, now that I think about it.

Yep. They seem to be balanced against the idea of 1 per round, rather than up to 4 per round.



I'm somewhat opposed to the Touch attack. Thoughts?

It's only 3rd level, so a standard attack probably is warranted.



Aha, I do see. OK, that works. Only comment: that's not how I read your sentence. Typical ambiguity in the English language, but I parsed it as "only one" "move action", as opposed to "only" "one move action", if you understand me. I'll probably clarify it when I add it to the Wiki.

I understand, yeah. Also, you should probably remove all of my misplaced "an"s before the level of the incantation. Something I missed in the copy/paste, I think.

Jarian
2010-05-11, 01:08 AM
And some more. I'm not sure about Void, since attack action SoD's (even at 9th level and contingent on a normal attack) strike me as very powerful. At the same time, I wanted something other than just more damage and blinding.

Swordmage Art: Everdark
Evocation (Darkness, Mind-Affecting)

Level: Swordmage 3
Casting Time: 1 attack action
Range: Ranged attack
Duration: Instantaneous and 1 round/5 levels (see text)
Saving Throw: Will half and Will negates (see text)

Whirling the sling in a tight circle, the Swordmage lets fly the bullet of condensed shadow. It strikes its target squarely, and the eyes of the Swordmage's foe become black as pitch.

The Swordmage makes a single ranged attack with a +1 Unholy Sling. If the attack hits, the target takes 1d4 vile damage per level, to a maximum of 10d4 vile damage at 10th. In addition, the target is blinded for the duration of this Incantation. A successful Will save halves the damage and negates the blinding.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as a 2nd level Incantation instead.


Swordmage Art: Null
Evocation (Darkness, Sonic)

Level: Swordmage 6
Casting Time: 1 attack action
Range: Melee attack
Area: 20ft spread centered on the Swordmage
Duration: Instantaneous and 1 round and 1 round/4 levels (see text)
Saving Throw: Will half, Will negates, and none (see text)

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 +3 Unholy Spiked Chain. Regardless of whether he hits or misses, all creatures in the area of effect except the swordmage take 1d6 points of vile damage per two Swordmage levels, to a maximum of 10d6 at 20th level. A successful Will save halves the vile damage.

In addition, the mist created by this incantation functions as a combination of the spells obscuring mist, silence and deeper darkness.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as a 5th level Incantation instead.


Swordmage Art: Void
Evocation (Darkness, Death)

Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee attack
Area: 20ft burst centered on the target
Duration: Instantaneous and 1 round (see text)
Saving Throw: Will negates and Will partial (see text)

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 +5 Unholy Shortsword. If he hits, the target must make a Will save or be slain outright, body reduced to nothingness. In addition, if the target fails its save, all creatures in the area except the Swordmage take 1d4 vile damage per level, up to a maximum of 20d4 damage at 20th. A successful Will save halves the damage. Even on a save, all creatures affected are blinded for 1 round.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.



Swordmage Art: Purify
Evocation (Light, Good)

Level: Swordmage 3
Casting Time: 1 attack action
Range: Ranged attack
Duration: Instantaneous
Saving Throw: Will half and None (see text)

A bow of light appears in the Swordmage's ready hands. He nocks an arrow of pure white energy, then lets fly at his foul enemy. With the hiss of burning flesh, his enemy is forced back.

The Swordmage makes a single ranged attack with a +1 Holy Longbow. If he hits, his target takes 1d4 divine damage per swordmage level, to a maximum of 10d4 damage at 10th. In addition, the Swordmage immediately makes a Destroy Undead attempt against his target as a Cleric of his level. A successful Will save halves the divine damage.

Activating this Incantation automatically dispels any Darkness effects of 2nd level or lower currently affecting either the Swordmage's position or his target's position.

If the Swordmage has activated at least two other swordmage art Incantations in this round, he may activate this one as a 2nd level Incantation instead.


Swordmage Art: Radiance
Evocation (Light, Good)

Level: Swordmage 6
Casting Time: 1 attack action
Area: 20ft burst centered on the Swordmage
Duration: Instantaneous and 1 round/4 levels
Saving Throw: Reflex half and Will negates (see text)

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 swordmage art Incantations in this round, he may activate this one as a 5th level Incantation instead.

Swordmage Art: Divinity
Evocation (Light, Good)

Level: Swordmage 9
Casting Time: 1 attack action
Range: Melee attack (see text)
Area: 20ft burst centered on the Swordmage
Duration: Instantaneous and 1 round/level
Saving Throw: None and Will negates (harmless)

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 +5 Holy 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. If the Swordmage was not already capable of flight, he gains a flight speed of 60 feet (perfect) for the duration of this Incantation.

After the Swordmage has made his attacks, all enemies in the area are struck for 1d6 divine damage per two Swordmage levels, to a maximum of 10d6 divine damage per level. All allies in the area gain temporary hitpoints equal to the total amount of damage the Swordmage dealt with the longsword attacks.

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 swordmage art Incantations in this round, he may activate this one as an 8th level Incantation instead.

Edit: And I think that should about do it for the "Art" line.

Lix Lorn
2010-05-11, 04:18 AM
I love all the arts! My suggestion for the readying:

'If the Swordmage has activated at least two other swordmage art Incantations in this round, he may spontaneously lose one spell slot of (this incantation -1)th level and perform this incantation as if it were that level. If he does, he may immediately choose any incantation other than this one he has already used of (this incantation's) level and add it back into his incantations list for this encounter.'
That's clumsy. Needs rewording. :/

For Up Your Arsenal, maybe you can make one cantrip for every two class levels as a single attack action?

Huh. Hadn't thought of that. Okay, how about a +5 Keen Anarchic Longsword? better?

Ohyeah. I forgot they had a caster level same as a normal caster. XD

I... I really like Incantation, to be honest. XD I think it's too late. ;P

Jarian
2010-05-11, 11:41 AM
Let's see. Perhaps this?


If the Swordmage has already activated at least two swordmage art Incantations this round, he may elect to cast this one as a (X minus 1) level Incantation. To do so, he spontaneously loses one (X minus 1) level Incantation and activates this one in its place. The save DC, if any, is that of a (X) level Incantation, as normal. The original copy of this Incantation is still readied.

DragoonWraith
2010-05-11, 12:01 PM
Should there perhaps be a bonus for casting two or three of the Arts from the same chain, so to speak?

Jarian
2010-05-11, 12:05 PM
I don't think so. It promotes specialization, which is rather opposed to the whole "change on a whim" nature of the class.

DragoonWraith
2010-05-11, 12:12 PM
Very good call.

Jarian
2010-05-11, 12:17 PM
On an unrelated note, which of the Incantations are you planning to add to the class list, and is the Fax wiki editable by anyone? If so, I don't mind adding them over my lunchbreak, to save you the trouble.

DragoonWraith
2010-05-11, 12:28 PM
I was intending to add all of the Incantations to the class list.

Anyway, the Fax Wiki requires posting in Fax's thread to get a username/password. The thread's here in the homebrew forums somewhere...

Jarian
2010-05-11, 12:31 PM
I was pretty sure some of them weren't properly balanced yet (Up Your Arsenal for one), but you would know better than I.

Hm, posting in a thread just to get a password... seems a bother. Maybe I'll do it tonight if you haven't by then. :smallsmile:

DragoonWraith
2010-05-11, 01:26 PM
I was pretty sure some of them weren't properly balanced yet (Up Your Arsenal for one), but you would know better than I.

Hm, posting in a thread just to get a password... seems a bother. Maybe I'll do it tonight if you haven't by then. :smallsmile:
Oh oh oh, I see what you mean. Uh, well, yes, Up Your Arsenal requires some tweaking (also, not a big fan of the name), and probably some others. Will have to work on that.

I'm going to be rather busy for a while, though. Finals all day today, plus one tomorrow and then a flight across the country, followed by about a week and a half of celebration with a flight back here somewhere in the middle. Sooo... it may not happen for a week and a half. Sorry.

As for your getting Wiki access... hrm. I'm not certain I necessarily want to open up editing of the Swordmage page to people just yet. I realize you want to help, but there's often a fair amount of editing that happens when I add Incantations, which I'd still want to do - and doing it after they've been added is more awkward and I'm less likely to actually do it, which I feel I should...

Jarian
2010-05-11, 01:28 PM
Hey, if you want to take the entirety of the workload yourself, far be it for me to interfere. :smallwink:

DragoonWraith
2010-05-11, 02:06 PM
Heh, yeah, I can be stubborn about things. Anyway, partial update, only grabbed the ones I'd already commented on and that didn't need much in the way of editing, and only got as far as that first post since the last update. So there's still a bunch to go, but I'm getting there.

Jarian
2010-05-11, 02:52 PM
Just noticed that this one never got commented on. I think it might have been lost in the mass of the "Art" line.

Blade of Fate
Divination

Level: Swordmage 7
Casting Time: 1 attack action
Range: Melee attack and Personal
Duration: 1 round
Saving Throw: None

Conjuring a greatsword of the clearest crystal, the Swordmage attacks his target with unerring accuracy. The sword shatters, but in the pieces, the Swordmage sees glimpses of what is yet to happen.

The Swordmage makes a single attack with a +4 Ghost Touch Greatsword. Regardless of whether he hits or misses, the rest of his attacks in this turn have a +10 bonus to the attack rolls and bypass all miss chances, as well as cover and concealment less than total.

DragoonWraith
2010-05-11, 03:56 PM
Just noticed that this one never got commented on. I think it might have been lost in the mass of the "Art" line.

Blade of Fate
Divination
Level: Swordmage 7
Casting Time: 1 attack action
Range: Melee attack and Personal
Duration: 1 round
Saving Throw: None

Conjuring a greatsword of the clearest crystal, the Swordmage attacks his target with unerring accuracy. The sword shatters, but in the pieces, the Swordmage sees glimpses of what is yet to happen.

The Swordmage makes a single attack with a +4 Ghost Touch Greatsword. Regardless of whether he hits or misses, the rest of his attacks in this turn have a +10 bonus to the attack rolls and bypass all miss chances, as well as cover and concealment less than total.
I remember reading it, but I suppose I did miss it. I like it, I think. It seems good. Though I think I might have to put a restriction on Incantations preventing the use of Power Attack (excepting with those Incantations that specifically grant it), since there seem to be a fair number with these attack bonuses... Or maybe that's my own weird perception, I'd have to go through the list before actually making that change.

By the way, since I can't ever keep myself on one project at a time, I'm working on the Blade Witch (http://www.giantitp.com/forums/showthread.php?p=8472813#8472813) for the GitP PrC Contest, tis a Swordmage/Warlock dual-progression PrC. Needs more stuffs, though.

Jarian
2010-05-11, 04:33 PM
Proposed changes:

Blade of Fate Change bonus type to Insight to prevent stacking.

Swordmage Art: BurnChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, all enemies that take damage from this Incantation take a -4 penalty to melee attacks for the duration of this Incantation.

Change duration line to "Instantaneous and 1 round/5 levels"

Swordmage Art: BlazeChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, all enemies struck by the fire damage catch on fire for the duration, taking 2d6 fire damage per round. Each enemy so affected can put out the flames by taking a full-round action to make a reflex save against this Incantation's normal DC.

Swordmage Art: IncinerateChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, the target takes an additional point of fire damage per caster level, to a maximum of +20 at 20th level.

Swordmage Art: FrostChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, the save DC on this Incantation increases by 2, and the target is reduced to taking a single half-speed move action instead of a single move action.

Swordmage Art: IceChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, the frost persists for a number of rounds equal to half the Swordmage's charisma modifier. He is unaffected by the frost.

Swordmage Art: FreezeChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations 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. This damage ignores any normal resistances and immunity to cold damage."

Swordmage Art: ShockChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, the save DC of this Incantation increases by 2, and the target takes an additional 1d6 points of electric damage per two caster levels, to a maximum of 5d6 at 10th, at the start of the Swordmage's next turn. A successful Reflex save negates this damage."

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

Swordmage Art: ElectrocuteChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, he may travel with the lightning bolt, appearing at any square it passes through, as the spell lightning leap."

Swordmage Art: EverdarkChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, the save DC increases by 2, and the Blindness persists for a number of rounds equal to the Swordmage's charisma modifier or the original duration, whichever is longer."

Swordmage Art: NullChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, the area of effect increases by 10 feet and the Swordmage is unaffected by the mist.

Swordmage Art: VoidChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations 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."

Swordmage Art: PurifyChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations in this round, he receives the effect of a panacea spell upon completing this Incantation."

Swordmage Art: RadianceChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations 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."

Swordmage Art: DivinityChange secondary effect to "If the Swordmage has activated at least two other swordmage art Incantations 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."

This should alleviate the problem of the awkward spontaneous conversion mechanic without making them totally superior to other Incantation options, hopefully.

Edit: Wall of text attacks! Crits! I didn't realize the post would be quite so long when I was writing it. :smallredface:

al'raith
2010-05-11, 07:39 PM
Quote:
Originally Posted by sscheib

Up Your Arsenal!

Spoiler
Evocation
Level: Swordmage 9(?)
Casting Time: Full attack action
Range: Melee OR Ranged attack
Saving Throw: Reflex halves
In a fit of rage, the swordmage calls up all of his weapons at once, conjuring his entire arsenal all around him. As his enemy realizes his body is about to become mincemeat, the swordmage allows a smile to creep across his face.

The swordmage summons and then launches four +5 greatswords, four +5 great axes, and four +5 great clubs, all floating around him; each of them attacking with the swordmage's highest BAB. A successful reflex save halves the damage.

I have no idea if this even works. I just really wanted a swordmage to be able to summon a whole bunch of weapons and send them at an enemy at once.


I have a suggestion but I don't know if it would work.... how about taking 5d6 backlash damage unless swordmage 20?

Lix Lorn
2010-05-11, 07:45 PM
You could make it something like one weapon per 4 caster levels, but you can summon a bonus one per 4d6 backlash.
(n.b. number 4 was chosen arbitrarily.)

Snowfire
2010-05-11, 09:50 PM
I like that idea, and maybe allow the swordmage to choose what type of weapons he summons? No magical qualities except an enhancement bonus. So he can pull 5 +5 weapons out of the air at level twenty and attack with each at his full BAB.

Although you might want more weapons then just 5....I'm not sure.

Lix Lorn
2010-05-12, 03:30 AM
Thanks.
What number do you think might be better?

Snowfire
2010-05-12, 07:14 AM
I err....damn this is embarrassing. I dunno. 1/3 levels rounded up for a total of 7 weapons?

al'raith
2010-05-12, 07:18 AM
that sounds right to me..... if you think about it would kinda get out of control with weapons at epic levels 0_o should it still have extra weapon for 4d6 backlash?

Lix Lorn
2010-05-12, 07:27 AM
get out of control with weapons at epic levels
You're right, a 24th level character with 8 weapons is way too powerful. He's way stronger than my 24th level wizard. (Smirk)

Jarian
2010-05-12, 02:40 PM
So, I used one of these as a boss fight for my PCs last night.

The results were... interesting. Low level abilities should probably be toned down a bit, but scale with level. When you first get some of them, they're quite potent.

DragoonWraith
2010-05-12, 04:45 PM
Like what? That's potentially really helpful information, what'd you use and what happened?

Jarian
2010-05-12, 04:47 PM
Megaton Hammer and Light Bow were the big offenders. Low level save-or-sucks that also do damage and are reusable basically as much as you want.

The fight didn't really go on for too many rounds, and it was fairly low level, so...

Generally speaking though, Incantations that do xd6 dice of damage or whatnot seem to either need to be toned down a die size, or upgrade their damage half as often. As it is, some of the Incantations are as good as equivalent spells.

As written, the class can out-wizard the wizard at low levels, and maintain an equal footing throughout most of its career. Granted, this is offset some by many spells needing to hit with an attack, but then again, it's full BAB, and you get multiple tries per round.

I'm afraid I don't have any more concrete advice to give.

DragoonWraith
2010-05-12, 04:51 PM
Hmm... they shouldn't be that reusable. Did you use the rule that you can only ready each Incantation once?

Jarian
2010-05-12, 04:52 PM
He had Favored Incantation (Megaton Hammer) and Favored Incantation (Light Bow).