Swordmage

Written by Martin K.

swordmageThunder1stSwordmages combine arcane magic and swordplay to make their presence felt on the battlefield. Although they are not as physically strong as other melee combatants, they make up for it with powerful spells that protect themselves and their allies and rain fiery retribution on their enemies.

Their combat role is defender. With their Aegis power, they can lock down a powerful enemy on the battlefield and give them a strategic choice. Either target the well-protected swordmage, or face the consequences for attacking his allies. At the same time, swordmages are mobile and zip back and forth across the battlefield to be where they are needed.

Play Style: Even when swordmages are in the thick of things, they perceive battle through the lens of their sharpened intellect. They are always looking out to give their side a tactical edge through the well-timed use of a spell. Out of battle many prefer the role of an adviser, as they are well-educated but more rooted in reality than their ivory tower wizard brethren.

Ability Scores: Intelligence is the main ability score for Swordmages. A good Constitution is important when you are expected to take the brunt of enemy attacks, even if you have tricks to avoid damage at your disposal. Some of their talents and spells also benefit from Strength.

Races: Elves, especially high elves are renouned for combining swordplay and magic, although the Githyanki also have a claim to be the origin of this fighting style. Humans and tiefling swordmages are also a common in the realms. Warforged who learned to harness and channel arcane reserves from their initial enchantment are formidable foes. Dwarves are much more rare, as they are suspicious of the arcane and prefer hammers and axes over swords.

Backgrounds: a cursed swordmaster has gained his arcane powers in a dark past; a magic smith has mastered crafting swords as well as using them; horizon guards are an elite troop of the Archmage; a runaway apprentice has picked up a sword to defend himself against the lackeys of his abusive master; a demon hunter is determined to fight back against what's coming from the hell holes

Icons: Depending on whether your swordmage's style is closer to a Wizard or a Sorcerer, he or she might feel closer to the Archmage, patron of the arcane arts, or the Three, source of all arcane magic. Swordmages from a military background have often served the Emperor or the Crusader. The Priestess is closer to Paladins, but you could be the guardian of a deity of magic. In areas where magic is forbidden, the Shadow Prince is an ally that helps guarding your identity.

Note: This writeup is not a straight conversion of the D&D 4th Edition swordmage, but rather a faithful rebuild within the 13th Age framework. You can use this writeup to convert 4th edition swordmage characters, Pathfinder maguses and similar builds to 13th Age.

Gear

Similar to wizards, swordmages prefer fine clothing adorned with arcane symbols to mark their status and education. However, a swordmage's clothing also has to allow quick execution of combat maneuvers, so tight-fit pants and vests are much more common than flowing robes. Their most prized posession is their sword, often a slender elven blade with intricate decorations and enchantments.

In your pockets, you start with 25 gp. You could also roll 1d6 x 10 gp, if you're a sellsword to unreliable clients.

Armor

Swordmages protect themselves via magic, represented through their Mage Armor class feature. They can still wear armor, and many swear that a finely crafted elven chain has saved their lives multiple times, but even heavy metal plates don't protect them better than their magic does. It's purely a style choice.

Swordmages need a free off-hand to weave their blade spells. Shields interfere with that.

Swordmage Armor and AC
Type Base AC Attack Penalty
None 14 -
Light 14 -
Heavy 15 -2
Shield +1 -
Empty off-hand +1  

 

Empty off-hand means not wielding a shield, a two-handed weapon, or two weapons.

Weapons

As the class name already suggests, the signature weapon of a swordmage is a one-handed blade weapon, such as a longsword or scimitar. Rules-wise, there is nothing preventing you from using an axe or a flail instead. Swordmages don't train much with ranged weapons, and prefer magic for ranged attacks.

Swordmage Melee Weapons
Size One-Handed Two-Handed
Small 1d4 knife 1d6 staff
Light or Simple 1d6 short sword, rapier 1d8 spear
Heavy or Martial 1d8 longsword, scimitar 1d10 greatsword
Swordmage Ranged Weapons
Size Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow -
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy - 1d8 heavy crossbow 1d8 longbow

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Strength OR Intelligence + Level vs. AC

Hit: Weapon + Strength OR Intelligence damage

Miss: Your level in damage

Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: Weapon + Dexterity damage

Miss: Your level in damage

Swordmage Level Progression

Swordmages gain 3 talents at first level. They do not gain additional talents as they level up.

Swordmage
Level
Total Hit Points Total Feats Sigils Spells by level Level-up Ability Bonuses Damage Bonus from Ability Score
1st 3rd 5th 7th 9th
Level 1 multiclass Half of both classes As 1st level PC 1 2 - - - - Not affected ability modifier
Level 1 (7 + CON mod) x 3 1 adventurer 1 4 - - - -   ability modifier
Level 2 (7 + CON mod) x 4 2 adventurer 1 5 - - - -   ability modifier
Level 3 (7 + CON mod) x 5 3 adventurer 1 2 3 - - -   ability modifier
Level 4 (7 + CON mod) x 6 4 adventurer 1 - 6 - - - +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 4 adventurer 1 champion 2 - 3 3 - -   2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adventurer 2 champion 2 - 1 6 - -   2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adventurer 3 champion 2 - - 4 3 - +1 to 3 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 4 adventurer 3 champion 1 epic 3 - - 2 6 -   3 x ability modifier
Level 9 (7 + CON mod) x 20 4 adventurer 3 champion 2 epic 3 - - - 5 3   3 x ability modifier
Level 10 (7 + CON mod) x 24 4 adventurer 3 champion 3 epic 3 - - - 3 6 +1 to 3 abilities 3 x ability modifier

Swordmage Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Intelligence or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (no armor) 14 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points (4 at 5th level, 5 at 8th)
Talents 3
Feats 1 per level

Class Features

dame tiefling igniferous by sirtiefling d6v5ll4Aegis

The Aegis is your main defensive tool. You place it on an enemy with the Mark with Aegis spell. This does not require an attack roll.

Once this mark is placed on an enemy, that enemy has to focus its attacks on you or suffer the consequences. If the target attacks an ally, you can trigger a sigil effect as an interrupt action. Each sigil is different - one reduces the damage, one has a chance of preventing a hit, one punishes the target for attacking and the last one allows you to hit back. You start with one sigil, and learn more later in your career.

Remember that you are limited to one interupt action between each of your turns. If the marked enemy makes more than one attack on its turn, you can only trigger your aegis against one of them.

Mark with Aegis

Close-quarters spell; Quick Action; At-will

Special: When you cast this spell, you end any other aegis spells you previously cast this battle.

Target: One nearby enemy.

Effect: You mark the target with your aegis until the end of battle (no save). Choose one of your sigils. When the enemy makes an attack against an ally, and that attack does not also target you, you can trigger the effect of that sigil as an interrupt action.

Triggering the sigil does not end the aegis; your target remains marked.

Champion feat: When you target a mook, the entire group is considered to be marked by your Aegis.

Epic feat: When the escalation die is 2+, you can target two non-mook enemies with this spell. You are still limited to one interrupt action between turns.

Sigils

You can trigger these powers with your aegis.

Blurring Sigil

Interrupt action

Effect: The aegis target must roll twice on the attack and take the lower result.

Adventurer feat: If either attack roll is a natural 1, you can force the target to attack its own ally with the higher roll.

Champion feat: If the attack had more than one target or attack roll, the attacker must roll twice and take the lower result on all of them.

Epic feat: While marked with this sigil, the target can't make opportunity attacks against your allies.

Sigil of Blood

Interrupt action

Effect: Deal negative energy damage equal to Constitution modifier + level to the attacker, and heal hit points equal to that amount.

Adventurer feat: If you are at full hit points, you can grant the healing to any nearby ally.

Champion feat: If the attacker is staggered, deal double damage.

Epic feat: Once per battle, when this Sigil is triggered, you can spend a recovery to heal.

Sigil of Shielding

Interrupt

Effect: Your ally takes half damage from the attack.

Adventurer feat: The ally takes half damage from all attacks during the enemy's turn.

Champion feat: You negate any non-damage effect from the attack.

Epic feat: If the attack roll was a natural 10 or lower, you negate all damage from the attack.

Sigil of Vengeance

Interrupt action

Effect: Teleport to engage the Aegis target and make a basic melee attack against it.

Adventurer feat: If the attack is a miss, deal additional fire damage equal to your Intelligence modifier.

Champion feat: You can choose to teleport the target to you instead, after the attack is resolved.

Epic feat: You can use any single-target melee attack blade magic spell instead of a basic melee attack.

Blade Magic

Swordmages use arcane magic, similar to Wizards and Sorcerers. However, their magic is fused with their fighting style.

  • You use weapons as implements, which means you gain the attack and damage bonus of a true magic item weapon with your spells.
  • Spells tagged as "melee attack" work like a melee attack. By default, the target is one enemy you are engaged with. The spell does not provoke opportunity attacks.
  • All Swordmage spells are arcane spells. For example, a Wizard or a blue dragon can counter them with their Counter-magic ability.
  • You can switch your known spells after each full heal-up, when you prepare your spells for the day.

Mage Armor

You gain a +4 bonus to your unarmored base armor class, for a total of 14. This is already reflected in the Swordmage stats tables.

When your off-hand is empty (i.e. when you are not using a shield, an off-hand weapon or a two-handed weapon) you gain a +1 bonus to AC by directing the magic of your mage armor like an invisible shield.

Access to Wizardry

Starting at 3rd level, you can take a wizard spell in place of a swordmage spell. The wizard spell must be two levels lower the spell it replaces.

Class Talents

Academy Wizard Training

You learned your magic at a genuine college of the arcane arts, in casting practice and matrix drills under the supervision of strict but competent teachers. You carry a proper spell book, and use it to prepare your spells in the morning. You gain 3 points towards a background that represents this training.

You must have an icon relationship with the Archmage to take this talent.

You gain the wizard's Cantrips class feature. You can use any cantrip in the core book on the fly. Like a Wizard, you can cast a number of cantrips equal to your Intelligence modifier each battle.

Adventurer feat: You can swap one Swordmage spell for a Wizard spell through the Access to Wizardry class feature without the 2-level penalty.

Champion feat: You gain a bonus spell slot, which works like the Wizard's Utility spell class feature.

Epic feat: You have the Overworld Advantage as per the Wizard class feature.

Battle of Wits

Use your Intelligence modifier instead of the second highest of Int/Wis/Cha as the basis for your Mental Defense.

Adventurer feat: Once per battle, when a nearby enemy misses an attack against your MD, make a melee attack against it as a free action.

dragon age hawke fv by yamao d3j3robEnhanced Reflexes

The permanent infusion of arcane magic into your movements gives you lightning fast movement. When you are not surprised, you can take a quick action at the start of battle, before initiative is resolved.

Adventurer feat: Once per battle, you can take an additional interrupt action, above the limit of one between your turns.

Champion feat: You gain a +1 bonus to PD.

Epic feat: Roll twice on checks to disengage and take the better result.

Fueled by Pain

As pain rushes through your body and activates your survival instincts, it awakens arcane reserves you have yet to fully discover. Your arcane powers are demonic in origin, and it is up to you whether you embrace this heritage or fight it. To take this talent, you must have at least one icon relationship die with the Diabolist or the Crusader.

While you are staggered, your spell attacks gain a +2 bonus to their critical threat range.

Adventurer feat: While you are staggered, increase your recovery dice by one step (d8 to d10).

Champion feat: While staggered, increase all fire damage by one step of the die (d4 to d6 and so on, d12 remain d12).

Epic feat: Once per battle, while staggered, you can expend a recovery without healing to cast a daily spell that you have already used that day.

Gather Power

Your arcane powers are a gift, or a birthright given by the dragons, and you feel a kinship with Sorcerers. To choose this talent, you must have an icon relationship die with the Three or the Great Gold Wyrm.

Once per battle, you can Gather Power like a sorcerer. You gain the chaotic benefit like a sorcerer, and you can boost a swordmage spell with the gathered power to deal double damage.

Adventurer feat: When you gain a +1 bonus to a defense from Gather Power, increase the bonus to +2.

Champion feat: When you boost a spell with Gather Power and the natural attack roll is odd, the spell is not expended.

Epic feat: When you Gather Power while staggered, you can also spend a recovery to heal.

Improved Mage Armor

Increase the AC bonus when your off-hand is empty from +1 to +2.

Adventurer feat: Also gain a +1 bonus to PD.

Champion feat: Once per battle, when you would take damage from a missed attack against AC or PD, take no damage instead.

Epic feat: Once per battle, turn a critical hit against your AC or PD into a normal hit.

Infused Body

Your body has been destroyed and rebuilt by magic in the past. You can still appear natural, if you wish, but you have at least one unnatural feature, like chrystalline eyes or sparkling hair. You must have an icon relationship with the Archmage or the Elf Queen to choose this talent.

Whenever you cast a spell that is not an at-will spell, you also heal hit points equal to your Constitution modifier. Double the amount at 5th level, triple it at 8th. You gain any hit points above your maximum as temporary hit points that stack.

Adventurer feat: Heal extra hit points equal to the spell level.

Champion feat: You can rally as a quick action after casting a daily spell.

Epic feat: You can expend a daily spell to reroll a death save with a bonus equal to your Constitution modifier.

Sigil Mastery

You learn one additional sigil for your aegis class feature, for a total of two at adventurer tier, three at champion tier and four at epic tier.

Adventurer feat: Gain the adventurer feat benefit of any sigil you cast.

Champion feat: Gain the champion feat benefit of any sigil you cast.

Epic feat: Gain the epic feat benefit of any sigil you cast.

Skullblade

For every swordmage, the first time he or she sees the shocked expression in the eyes of an opponent as a blade cuts their life from their body is an experience to never forget. For some, it leads to a vow to use their powers to protect the weak and save lives. For you, it started an unhealthy fascination with death and what lies beyond.

To take this talent, you must have an icon relationship with the Lich King.

You learn necromancer instead of wizard spells with your Wizard Training talent. Starting at first level, you can choose one necromancer spell at your level, without the -2 penalty.

Adventurer feat: You can use the necromancer's Deathknell talent once per battle.

Champion feat: You gain a skeletal minion as per the necromancer talent, but at two levels lower than your current level.

Epic feat: Change the elemental damage of any Swordmage spell to negative energy.

Spell Recall

You fight with your spellbook ready, always prepared to open the right page and rain destruction.

Once per battle, when you rally, you regain one expended once per battle spell.

Adventurer feat: You gain a +2 bonus to the attack roll of the first spell you cast after rallying.

Champion feat: You gain a +2 bonus to all defenses while you rally.

Epic feat: Once per day, you can regain a daily spell instead.

Twin Blade Style

When you wield two weapons, you gain the two-weapon fighting benefit (reroll natural 2) with swordmage spells that deal WEAPON damage.

Adventurer feat: When wielding two weapons, and you roll a natural 2 on a spell attack, deal damage equal to your level to all enemies you are engaged with.

Champion feat: Once per battle, when you are attacked in melee, you can use an interrupt action to make a melee basic attack against the attacker.

Epic feat: You can use any single-target melee attack spell with the above interrupt.

Wandering Swordmage

Words of magic, words of steel. My story is written with both.

You have been travelling the land, lending your sword and spell skills to those in need for a bowl of soup and a place to rest. You gain a 3 point background to represent your knowledge of the land and you have the Linguist feat for free.

Once per day, when fighting a named enemy, you can make a skill check to recall legends and stories about the creature against a DC of 15 + its level. If you succeed, increase the escalation die by 1.

Adventurer feat: When making a skill check to identify a magic item, roll twice and take the better result.

Champion feat: Reduce the enemy lore DC to 10 + level.

Zweihander Wizard

Your raw physical strength allows you to wield a big, two-handed blade effectively, much more intimidating than the toothpicks of your colleagues.

When wielding a two-handed weapon, add your Strength modifier to damage with spells that deal WEAPON damage. Double this bonus at 5th level, triple it at 8th.

Champion feat: When wielding a two-handed weapon, reroll all natural 1 on WEAPON damage dice.

Spells

artid117085WanderingSwordmagefinished21st Level Spells

Animate Weapon

Close-quarters spell; Quick Action; Recharge 16+

Target: One melee weapon.

Effect: Enchant one melee weapon as an adventurer level true magic item (+1 to attack and damage) until the end of the battle.

The weapon gains the Animated property: If you wield the weapon but you don't attack with it during your turn, it will attack a nearby enemy on its own, using your melee attack bonus with it.

Champion feat: Enchant as a champion level weapon. Recharge 11+.

Epic feat: Enchant as an epic level weapon. Recharge 6+.

Note: With this spell as a template, you can create other spells that place different enchantments. Refer to the Core Book or the Book of Loot for ideas. If you have the Ritual Caster feat, you can use this spell to enchant weapons permanently with the appropriate time and resources.

Barrier Strike

Melee Attack; At-will

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence damage. Until the end of your next turn, reduce the damage you take from attacks by 2.

Miss: Your level in damage.

3rd level spell: Reduce damage by 3.

5th level spell: Reduce damage by 6.

7th level spell: Reduce damage by 10.

9th level spell: Reduce damage by 15.

Adventurer feat: You also gain the damage reduction effect on an even miss.

Champion feat: You can grant the damage reduction to a nearby ally instead of yourself.

Epic feat: Increase the damage reduction by 5.

Booming Blade

Melee Attack; At-will

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence damage. If the target attempts to disengage, pop free or teleport away from you before the end of your next turn, it takes 1d8 + Constitution modifier (x2 at 5th level, x3 at 8th) thunder damage.

Miss: Damage equal to your level.

3rd level spell: 2d8 thunder damage.

5th level spell: 3d8 thunder damage.

7th level spell: 4d8 thunder damage.

9th level spell: 6d8 thunder damage.

Adventurer feat: If the target is your Aegis target, reroll all natural 1 on damage rolls.

Champion feat: If the target triggers the thunder damage, it is also dazed until the end of its next turn.

Elemental Warding

Close-quarters spell; Interrupt action; Once per battle

Trigger: You take elemental damage (acid, cold, electricity, fire, lightning, poison or thunder).

Effect: Reduce the damage by 5 times the spell's level. Until the end of battle, gain resist 14+ against that damage type.

Epic feat: Gain resist 18+ instead.

Greenflame Blade

Melee Attack; Once per battle

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence fire damage, and 1d6 fire damage to all enemies you are engaged with.

Miss: Your level + 1d6 fire damage

3rd level spell: 2d6 fire damage.

5th level spell: 3d6 fire damage.

7th level spell: 5d6 fire damage.

9th level spell: 8d6 fire damage.

Adventurer feat: Increase the fire damage by your Strength modifier. Double at 5th level, triple at 8th.

Champion feat: Increase the fire damage dice to d8.

Epic feat: If the escalation die is 5+, you regain this spell at the start of your turn.

Keen Blade

Melee Attack; At-will

Special: If the target of your spell is under your Aegis, it is vulnerable to the attack.

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence damage.

Natural even hit: Deal extra force damage equal to your level.

Miss: Your level in damage.

Adventurer feat: Deal twice your level extra force damage on even hit.

Reinforce Armor

Close-quarters spell; Quick Action; Recharge 16+

Target: One suit of clothing or armor

Effect: Enchant the armor as an adventurer level true magic item (+1 to AC) until the end of the battle.

The armor gains the Reinforced property: When you would take force damage, reduce the damage by 15 (champion: 30; epic: 60).

Champion feat: Enchant as champion level armor. Recharge 11+.

Epic feat: Enchant as epic level armor. Recharge 6+.

Note: With this spell as a template, you can create other spells that place different enchantments. Refer to the Core Book or the Book of Loot for ideas. If you have the Ritual Caster feat, you can use this spell to enchant armor permanently with the appropriate time and resources.

Viper Bite

Melee Attack; Daily

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence damage, plus 5 ongoing poison damage.

Miss: Damage equal to your level, and the spell is not expended.

3rd level spell: 10 ongoing damage.

5th level spell: 15 ongoing damage.

7th level spell: 25 ongoing damage.

9th level spell: 40 ongoing damage.

Adventurer feat: The target is also weakened (save ends both).

Champion feat: If the target is engaged with an ally, you can roll twice on the attack and take the better result.

Epic feat: On a natural 16+ attack roll, the save is a hard save (16+).

3rd Level Spells

Burning Blade

Melee Attack; Daily

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence + 2d6 fire damage.

Miss: 2d6 fire damage.

Effect: Until the end of the battle, deal 1d6 extra fire damage with melee basic attacks.

5th level spell: 4d6 fire damage on hit and miss; 2d6 extra with melee basic attacks.

7th level spell: 6d6 / 3d6.

9th level spell: 10d6 / 5d6.

Epic feat: Gain the extra damage to all spells that deal WEAPON damage.

Fireproof Cloak

Close-quarters spell; Quick Action; Recharge 16+

Target: One cloak, mantle or cape.

Effect: Enchant the cloak as an adventurer level true magic item (+1 to PD) until the end of the battle.

The cloak gains the Fireproof property: When you take fire damage, reduce that damage by 15 (champion: 30; epic: 60).

Champion feat: Enchant as a champion level cloak. Recharge 11+.

Epic feat: Enchant as an epic level cloak. Recharge 6+.

Flying Blade

Ranged Attack; At-will

Special: Even though this is a ranged attack, use your melee weapon for this spell.

Target: One nearby enemy.

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence damage.

Miss: Damage equal to your level

Adventurer feat: You can attack a far away enemy at a -2 penalty to the attack.

Champion feat: On an even miss, make a second attack roll against a different enemy.

Epic feat: Make the second attack roll on any miss.

Frost Cleaver

Melee Attack; Daily

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence + 3d8 cold damage, and the target is stuck (save ends).

Miss: Half damage, and the target is stuck until the end of your next turn.

5th level spell: 5d8 cold damage.

7th level spell: 8d8 cold damage.

9th level spell: 1d8 x 15 cold damage.

Adventurer feat: On a natural even hit, increase the cold damage dice to d10.

Champion feat: Deal the cold damage to all enemies engaged with you.

Epic feat: The target is also hampered.

Ghost Strike

Melee Attack; At-will

Attack: Intelligence + level vs PD.

Hit: WEAPON + Intelligence damage.

Miss: Your level in damage.

Adventurer feat: You can pop free and engage a different enemy as part of the attack.

Champion feat: When moving to engage a nearby enemy as part of the attack, you can pass through solid objects like walls.

Epic feat: On a natural even hit, you become insubstantial until the end of your next turn and gain resist physical damage 14+.

Lightning Leash

Close-quarters spell; Once per battle

Target: One nearby enemy.

Attack: Intelligence + level vs PD.

Hit: 3d6 + Intelligence lightning damage, and you engage the target. The target takes a -5 penalty to disengage from you, and it can't pop free or teleport. When the target attempts to disengage, it takes 2d6 lightning damage.

Miss: Damage equal to your level.

5th level spell: 5d6 damage, and 3d6 on disengage.

7th level spell: 7d6 damage, and 5d6 on disengage.

9th level spell: 10d6 damage, and 7d6 on disengage.

Champion feat: If the target is under your Aegis, roll twice on the attack and take the better result.

Epic feat: You can cast this spell as a quick action.

Lingering Shield

Close-quarters spell; Interrupt action; Daily

Trigger: You are hit by a melee attack.

Effect: Take half damage from the attack. Until the end of battle, you convert critical hits against you into normal hits.

Adventurer feat: You can trigger the spell even if you already used your interrupt action for the Aegis.

Champion feat: The spell is Recharge 11+.

Vampiric Blade

Melee Attack; Once per battle

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence damage. Deal 2d4 extra negative energy damage and heal the same amount.

Miss: Your level in damage.

5th level spell: 2d8 negative energy damage.

7th level spell: 3d10 negative energy damage.

9th level spell: 4d12 negative energy damage.

Adventurer feat: On a natural 18+, you can also spend a recovery to heal.

Champion feat: Deal an extra die of negative energy damage.

Epic feat: On a miss you don't expend the spell.

dark elf psycic by kennethfairclough d3g7e9h5th Level Spells

Clouded Step

Close-quarters spell; Move Action; Once per battle

Effect: Teleport to a nearby location you can see. You can engage an enemy as part of the teleport.

Champion feat: Until the end of your next turn, a ranged attacks against you with a natural odd roll are an automatic miss.

Force Matrix Shield

Close-quarters spell; Interrupt action; Once per battle

Trigger: An enemy hits you with a melee attack.

Effect: Increase your defense against the attack by 4. If the attack is now a miss, make a basic melee attack against the attacker as a free action.

Champion feat: You gain a +2 attack bonus with force matrix attacks.

Epic feat: Increase your defense by an additional d4.

Raw Energy

Melee Attack; Once per battle

Attack: Intelligence + level -5 vs AC.

Hit: WEAPON + Intelligence + 5d10 lightning damage.

7th level spell: 8d10 lightning damage.

9th level spell: 12d10 lightning damage.

Effect: All nearby creatures take 2d8 thunder damage.

Miss: 1d6 per level lightning damage

Champion feat: Attack the lower of the target's AC and PD.

Epic feat: Roll d10 for miss damage.

Shimmering Ward

Close-quarters spell; Quick action; Daily

Target: You or a nearby ally.

Effect: Until the end of the battle, the target gains a 1d4 bonus to each defense (rolled separately for AC, PD and MD).

Champion feat: You can cast the spell on yourself and one nearby ally.

Epic feat: The spell is Recharge 16+.

Swordburst

Melee Attack; Once per battle

Target: All enemies you are engaged with.

Attack: Intelligence + level vs PD.

Hit: WEAPON + Intelligence force damage.

Miss: Your level in force damage.

Champion feat: On a natural even hit, the enemy pops free from you.

Epic feat: Deal half damage on a miss.

Sword of Sigils

Melee Attack; Once per battle

Attack: Intelligence + level vs AC.

Hit: WEAPON + Intelligence damage. You mark the target with your Aegis, without ending any other active Aegis spell. In addition, the target becomes vulnerable to one element of your choice while the Aegis is active (no save).

Miss: The target is market by your Aegis until the end of your next turn, without ending any other active Aegis.

Epic feat: While under the Aegis effect, the target cannot use teleport or invisibility effects.

7th Level Spells

Arcane Reflection

Close-quarters spell; Interrupt action; Daily

Trigger: An enemy attacks you with a ranged or close-quarters attack.

Effect: Roll a d20. If your roll equals or beats the natural attack roll, you negate the effect and the attacker is hit with the full effect.

Champion feat: If the attack had multiple targets, your successful roll negates the attack against all targets (the attacker only suffers the effect once).

Epic feat: Add a d4 to your d20 roll.

Boundless

You wreath yourself in magic and unleash a burst of energy that lets you overcome even the most paralyzing afflictions.

No action (you can use this spell even if stunned or otherwise unable to take actions); Daily

Effect: End any effects on you that impose the following conditions: grabbed, stuck, stunned, and petrified. Until the end of the encounter, you gain a +5 power bonus to saving throws against any effects that include those conditions.

Champion feat: The spell ends all conditions imposed by enemy attacks.

Dimensional Vortex

Close-quarters spell; Interrupt action; Daily

Trigger: An enemy attacks an ally with a melee attack.

Target: The attacker.

Attack: Intelligence + level vs. MD.

Hit: You teleport the target to a nearby location and specify a new target for the attack.

Miss: Your level in damage.

Champion feat: On an even miss, teleport the target adjacent to you. You are the new target of the attack.

Epic feat: On an odd miss, regain the spell at the end of the battle.

Hasted Lightning Strike

Close quarters spell; Daily

Effect: Make basic melee attack, then teleport to engage a second nearby enemy, and make a second basic melee attack.

Champion feat: On a natural even hit, deal extra lightning damage equal to twice your level.

Epic feat: You can teleport to a far away enemy.

Thorned Warding

Close-quarters spell; Quick action; Daily

Target: You or a nearby ally.

Effect: Enemies engaged with the target at the start of the target's turn take 10 poison damage.

9th level spell: 20 poison damage.

Epic feat: Also deal the damage against enemies who make a melee attack against the target.

9th Level Spells

warforged swordmageAnimated Clone

Close-quarters spell; Standard action; Daily

Effect: You create a clone of yourself. Spend a recovery without healing; the result of the recovery roll is your clone's hit point total. All other stats of the clone are the same as yours. Your clone can act before or after you on the same initiative. Both of you have a separate set of actions. However, the clone and you share the same power pool; if your clone uses once per battle or daily power, that power is expended for you too, and vice versa. If you or the clone is reduced to zero hit points, the spell ends and the surviving body is the new you. The other body vanishes.

Epic feat: Double the initial hit point total of your clone.

Brain Slicer

Close-quarters spell; Once per battle

Target: One nearby enemy.

Attack: Intelligence + level vs MD.

Hit: WEAPON + Intelligence damage, and the target is dazed until the end of your next turn. If the target is already dazed, it is stunned instead.

Natural even roll: Repeat the attack once against the same target.

Miss: Psychic damage equal to your level.

Epic feat: Deal half damage on a miss.

Death's Seal

Melee Attack; Daily

Attack: Intelligence + level vs AC.

Hit: The target loses any temporary hit points, and then takes WEAPON + Intelligence damage and 40 ongoing necrotic damage. While the target is taking ongoing damage, it cannot regain hit points or gain temporary hit points, and it cannot use actions other than a standard action and a move action per turn.

Miss: 25 ongoing necrotic damage.

Epic feat: The save against ongoing damage is a hard save (16+).

Prismatic Blade

You raise your sword into the air, and a glow in all colors of the rainbow engulfs it from the tip to the hilt.

Close-quarters spell; Quick Action; Daily

Target: One melee weapon you are holding.

Effect: You enchant the blade as an epic-level melee weapon (+3 to attack and damage). Until the end of the battle, whenever you hit with the blade, roll a d8 on the table below for an additional effect.

1. Red. The target takes 1d6 x 5 fire damage.

2. Orange. The target takes 1d4 x 10 acid damage.

3. Yellow. The target takes 1d6 x 10 lightning damage.

4. Green. The target takes 15 ongoing poison damage.

5. Blue. The target takes 15 ongoing cold damage and it is stuck (save ends both).

6. Indigo. The target is weakened and starts making last gap saves (16+). On the fourth failed save, it is turned to stone.

7. Violet. At the end of its next turn, the target must succeed at a saving throw, or it is sent to another plane. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

8. Ultraviolet. The target is confused and takes 10 ongoing psychic damage (save ends both). On its fourth failed save, it is rendered permanently insane.

Epic feat: The weapon deals extra 1d4 fire, 1d6 acid and 1d8 lightning damage on a miss.

 


 

Version 1.1, 6 March 2017

Art credit: (1) Dave Rapoza - Cosmic Sorcerer (2) Dame Tiefling Igniferous by SirTiefling; (3) Dragon Age Hawke by Yama Orce (4) The Faceless by Kenneth Fairclough (5) "Wandering Swordmage" by Jesper Ejsing (6) unknown

 

Recent Changes

  • Merged Cantrips and Academy Training talents
  • Instead of a spell attack penalty for two-handed weapons / two-weapon fighting, I lowered overall AC by one but gave a +1 bonus to AC for an empty off-hand (closer to 4th edition)
  • Added Improved Mage Armor talent
  • Some changes to spells
  • Reduced number of sigils from 5 to 4 by merging two to create new Sigil of Blood
  • Changed Enchant Weapon to Animate Weapon (now has a default enchantment, so no need to reference the Core Book)
  • Slightly reduced damage output

 

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  • Guest - Uthgenthal

    Double checking - is the 15 AC in heavy armor intended? Everything in the text seems to point to it being 14 in all armor types or out of armor.

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  • The 15 is intended. What's not intended is that they didn't have an attack penalty for wearing heavy armor. That's fixed now.

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  • Guest - Uthgenthal

    Understood. Thanks so much for clarifying!

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