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Swordmage

“My arcane powers are ancient, passed down through the centuries so that when I am called to duty, my warding holds fast.”

Arcane Power

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (ArP Arcane Power) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

SWORDMAGES ARE warriors who wield ancient magic to supplement their martial skills. A swordmage channels magic through his or her sword, enhancing attacks, bolstering defenses, and aiding allies. Each time a swordmage presses the attack, a foe must contend not only with the bite of steel, but also with arcs of searing fire, dazzling discharges of lightning, and cold as chilling as any blizzard.

As a swordmage, you share a bond with your sword. When you and your sword are separated, you can call the weapon to hand with a mere thought. Developing this powerful relationship with your blade is the first step to becoming a swordmage, and calling the weapon is the first lesson you mastered.

Swordmages are consummate tacticians, and they recognize the value of teamwork. As a result, you focus your arcane talents on preserving allies against foes’ attacks. You have learned to create an arcane link between yourself and your enemy. This ancient magic is the swordmage’s aegis, and it allows you to punish a foe that dares to attack your allies.

This chapter includes the following material…

Instead of selecting the aegis of shielding or the aegis of assault as your Swordmage Aegis, you can select the aegis of ensnarement power.

AWAegis of EnsnarementSwordmage Feature · ArPMinor Close burst 2Arcane, TeleportationTgt One creature in burst
You create an arcane link between yourself and a foe, allowing you to ensnare that creature.
Eff You mark tgt. Tgt remains marked until you use this power against another target. If you mark another creature using other powers, tgt is still marked. Until the mark ends, if tgt makes any attack that does not include you as a target, it takes a –2 penalty to the attack roll. If a target marked by this power is within 10 sq of you when it hits with an attack that does not include you as a target, you can use an immediate reaction after tgt’s entire attack is resolved to teleport tgt to any space adjacent to you. In addition, tgt grants CA to all creatures until EONT. If no unoccupied space exists adjacent to you, you can’t use this immediate reaction, and tgt doesn’t grant CA as a result of this effect.

The swordmage class is featured in the Forgotten Realms Player’s Guide. This chapter presents an additional swordmage build, the ensnaring swordmage. The ensnaring swordmage focuses on battlefield control and on immobilizing, slowing, and knocking prone enemies. The build is also associated with a new aegis, the aegis of ensnarement, which allows you to teleport a marked enemy to you.

Ensnaring Swordmage

You are a sly hunter who closes in on your prey, punishing an enemy for any missteps, and hounding it until it is vanquished. As an ensnaring swordmage, you are a clever defender who gains the tactically advantageous ground in a fight. You circle opponents and entrap them with careful swordplay, entangling spells, and cunning feints. You might also charge a foe to try to gain the advantage or to keep the creature from your allies.

Your use of spells to ensnare opponents requires physical and mental endurance. Intelligence should be your primary ability score, because it determines the accuracy and potency of your spells. You should also have a high Constitution score to strengthen your ensnaring spells.

**New option presented in this book. †Presented in the Forgotten Realms Player’s Guide.*

The Marked Condition

When you mark a creature, you force it to engage you or suffer the consequences. While that creature is marked by you, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. In addition, powers, class features, magic item properties, and feats might have effects that trigger when the creature takes certain actions.

A creature can be subject to only one mark at a time, and a new mark supersedes a mark that was already in place. The effect you use to mark a creature determines how long the creature remains marked by you. Regardless of the mark’s duration, it ends if someone else marks that creature, unless an effect says otherwise.

A swordmage must use a variety of spells to assault enemies and protect allies. The swordmage relies on aegis of shielding, aegis of assault, or aegis of ensnarement as the core of his or her defense. Many powers become more potent depending on a swordmage’s aegis. An ensnaring swordmage relies on the aegis of ensnarement to bring an enemy close, but he or she also uses powers that immobilize, slow, or otherwise inhibit the movement of a foe. The powers in this chapter give the swordmage a more wide-ranging suite of options, allowing him or her to focus on specific damage types or attack ranges.

Level 1 At-Will Spells

AWLuring StrikeSwordmage Attack 1 · ArPStd Melee wpnArcane, WeaponTgt One creature
You step behind your foe, strike quickly, and then dart away, drawing the creature after you.
Atk Int vs AC · Hit 1[W] dmg. You shift 1 sq and slide tgt 1 sq into the space you occupied.
Eff Before or after the attack, you can shift 1 sq.
Level 21 2[W] dmg.

Level 1 Encounter Spells

ENCBlazing PursuitSwordmage Attack 1 · ArPStd Melee wpnArcane, Fire, Teleportation, WeaponTgt One creature
You envelop your blade in fire and then strike. The flames create a lingering path that you can travel along to catch your escaping foe.
Atk Int vs AC · Hit 1[W] + Int fire dmg. If tgt is within 5 sq of you at the end of its next turn, as a free action you can teleport to a space that must be adjacent to tgt.
Aegis of Assault You can teleport to a space adjacent to tgt even if you do not have line of sight to that space.
ENCCrackling BurstSwordmage Attack 1 · ArPStd Close burst 1Arcane, Implement, LightningTgt Each creature in burst
Your weapon sends out sprawling arcs of lightning that hit nearby creatures, making movement agonizing for them.
Atk Int vs Reflex · Hit 1d8 lightning dmg. If tgt moves during its next turn, it takes lightning dmg = Int.
ENCFalcon’s MarkSwordmage Attack 1 · ArPStd Ranged 5Arcane, Force, WeaponTgt One creature
You send your weapon flying to seek out an enemy beyond your normal reach. Your magic then marks that creature as your foe.
Req You must throw your melee weapon at tgt. · Atk Int vs Reflex · Hit 1[W] + Int force dmg, and tgt is marked until EONT.
Eff Your weapon returns to your hand.
Aegis of Ensnarement You can instead mark tgt with your aegis of ensnarement power. Marking tgt does not remove the mark on another target affected by your aegis of ensnarement. The mark lasts until EONT.
ENCFox’s FeintSwordmage Attack 1 · ArPStd Melee wpnArcane, Teleportation, WeaponTgt One creature
Your blade dances faster than the eye can follow, guiding your foe’s movement as you attack.
Atk Int vs AC · Hit 1[W] + Int dmg, and you can swap positions with tgt.
Aegis of Ensnarement Until EONT, when tgt grants CA to an attacker, that attacker gains a +4 bonus to the attack roll instead of a +2 bonus.
ENCSword of SigilsSwordmage Attack 1 · ArPStd Close burst 1Arcane, Force, WeaponTgt Each enemy in burst
As you sweep your blade in a wide arc, it glows red and leaves arcane runes burning in the air above your foes.
Atk Int vs AC · Hit 1[W] + Int dmg, and tgt is marked until EONT. Until the mark ends, if tgt makes an attack that does not include you as a target, it takes force dmg = Int after the attack is resolved.
Aegis of Shielding If a target marked by this power hits a creature within 10 sq of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the dmg dealt by that attack to any single creature by an amount = Con.

Half-Elf Swordmages

Half-elves are accomplished diplomats. They naturally learn a gamut of skills, and so half-elves viscerally appreciate the fusion of magic and swordplay that swordmages employ. They have the physical resilience to make capable ensnaring swordmages or shielding swordmages. Many half-elves take up blade and magic to defend themselves when traveling through hostile lands.

Level 1 Daily Spells

DLYDance of the SwordSwordmage Attack 1 · ArPStd Close burst 2Arcane, Charm, Implement, PsychicTgt Each enemy in burst
Your dazzling display of swordplay and magic captivates your foes and causes them to neglect combat tactics and opportunities.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and tgt cannot make OAs or shift (save ends).
Miss Half dmg, and until EONT, tgt cannot make OAs or shift.
DLYDragon’s TeethSwordmage Attack 1 · ArPStd Close blast 5Arcane, Force, ImplementTgt Each enemy in blast
When you strike, darts of force explode from your weapon. The shards dig into your foes’ flesh, goading them to move in your direction.
Atk Int vs Reflex · Hit 1d8 + Int force dmg. Tgt takes dmg = Str if it does not end its turn adjacent to you (save ends).
Miss Half dmg.
DLYLashing AspSwordmage Attack 1 · ArPMinor PersArcane, Poison, Stance
A spectral asp winds itself around your sword. With each successful strike you make, the asp lunges to attack nearby foes.
Eff Until the stance ends, whenever you hit an enemy with a melee attack, each enemy adjacent to tgt of that attack takes poison dmg = Con. Also, whenever you hit an enemy marked by your Swordmage Aegis power with a melee attack, it takes poison dmg = Con.
DLYSweeping FrostbladeSwordmage Attack 1 · ArPStd Close burst 1Arcane, Cold, WeaponTgt Each enemy in burst
You swing your blade in a wide circle, unleashing a freezing wave that numbs nearby foes.
Atk Int vs AC · Hit 1[W] + Int cold dmg, and tgt is immobilized (save ends).
Miss Half dmg, and tgt is immobilized until EONT.

Level 2 Utility Spells

DLYArcane TransportSwordmage Utility 2 · ArPFree Close burst 2Arcane, TeleportationTgt One ally in burst
You extend your magic to include a nearby friend as you step through an unseen, arcane corridor.
Trig You teleport using a swordmage power · Eff Tgt teleports to a space adjacent to the space you teleport to.

Field of Stone

Dhal stopped. The trail ahead twisted into a field of weathered boulders. The great pale stones lay scattered around a fey crossing, a place where the world is warped by the proximity of the Feywild.

The location was a nightly destination for Dhal. Here, his instructor tutored him in the ways of blade and spell. Why the eladrin had selected Dhal as her sole student, he had never learned. The question seemed irrelevant now. She was a swordmage, and she said she was passing her craft to him. That was enough for Dhal.

In the span of a year, he had learned secrets that would have turned his parents’ hair white, had they still been alive to care. He had developed his sword bond, mastered the ancient mysteries of the aegis, and discovered the power of combining sword and sorcery.

This night, something seemed different about the boulder field. A low wind breathed through the stones, whispering warnings. The shadows played against the moonlight, casting bleary silhouettes of things that weren’t there.

“Teacher?” Dhal called.

A chill gust was his only answer.

Dhal pulled his sword from its sheath and advanced. He conjured his arcane warding with his free hand, erecting the invisible magical field as a guard against some unseen menace.

He came close to the base of the mound that marked the fey crossing. The eladrin swordmage stood on its top, outlined by the full moon.

“Dhal,” she said in a solemn voice, “are you ready for your final test?”

He swallowed nervously, but raised his sword in salute. “Yes, Teacher.”

“Then prepare yourself.”

The wind turned colder yet. For a moment, all was silent. Then the boulders around the mound began to tremble. All at once, they leapt together like joints on a closing fist. Dhal cried out in surprise, but his voice was blanketed by the thunder of grinding stone.

A troll of animate rock emerged from the collision of boulders and, without a moment’s hesitation, charged Dhal.

Dhal responded instinctively to the attack. Arcane power swirled around his blade and outward toward the charging troll, engulfing it in an inferno.

The test had begun.

ENCChanneling ShieldSwordmage Utility 2 · ArPImm Intr Close burst 10ArcaneTgt The creature hit by the triggering attack
You throw up a temporary shield to absorb some of the power of a foe’s attack.
Trig An attack hits you or an ally within 10 sq of you · Eff You reduce the dmg tgt takes from the triggering attack by 5 + Con.
Aegis of Shielding The next successful attack you make before EONT deals extra dmg = Con.
DLYGhost StepSwordmage Utility 2 · ArPMinor PersArcane, Stance
Like a ghost, you glide unharmed through the battlefield.
Eff Until the stance ends, whenever you shift, you can shift 1 additional sq.
DLYHost of ShieldsSwordmage Utility 2 · ArPMinor PersArcane, Stance
Your weapon produces a few small, glowing shields that orbit your body and ward off blows.
Eff Until the stance ends, you gain a +2 pwr bonus to AC and Reflex.
DLYWard of BrillianceSwordmage Utility 2 · ArPImm Intr PersArcane
A brilliant flash of light shields you and blinds your foe.
Trig An enemy marked by you hits you with a melee attack · Eff You gain a +4 pwr bonus to AC and Reflex until EONT. If the triggering enemy’s attack hits you despite the bonus, the triggering enemy is blinded until EONT.

Level 3 Encounter Spells

ENCBlazing LungeSwordmage Attack 3 · ArPStd Melee wpnArcane, Fire, WeaponTgt One creature
You lunge toward your enemy, your blade ablaze with arcane flame.
Atk Int vs Reflex · Hit 2[W] + Int fire dmg.
Spec When charging, you can use this power in place of a MBA. · Aegis of Assault When making an OA, you can use this power in place of a MBA.
ENCDimensional VortexSwordmage Attack 3 · ArPImm Intr Ranged 10Arcane, Implement, TeleportationTgt The triggering enemy
Lashing out with your sword, you warp space, causing your foe to appear a short distance away and unleash its attack elsewhere.
Atk Int vs Will · Hit You teleport tgt 5 sq. Tgt then makes its melee attack against a creature you choose. If no creatures are within range of tgt, the attack is expended.
Trig An enemy hits an ally with a melee attack
Aegis of Shielding If tgt is marked by your aegis of shielding power, tgt’s melee attack deals extra dmg = Con.
ENCDual Lightning StrikeSwordmage Attack 3 · ArPStd Melee wpnArcane, Lightning, Teleportation, Weapon
Like a forked bolt of lightning, you seem to strike two creatures at once.
1° Tgt One creature · 1° Atk Int vs AC · Hit 1[W] + Int lightning dmg, and tgt is marked until EONT.
Eff You teleport 5 sq and make a secondary attack. · Aegis of Assault The number of sq you teleport equals 4 + Str.
2° Tgt One creature other than the primary target · 2° Atk Int vs AC · 2° Hit 1[W] + Int lightning dmg, and tgt is marked until EONT.
ENCShadow Snake LungeSwordmage Attack 3 · ArPStd Melee wpnArcane, Poison, WeaponTgt One creature
Like the shadow snake, your strike bites with deadly venom. With each movement your foe suffers from the poison you inflict.
Atk Int vs AC · Hit 2[W] + Int dmg. Until EONT, when tgt uses a move action, it takes poison dmg = Con.

Gods and Swordmages

Kord, Corellon, and Ioun are popular deities among swordmages because of these gods’ influence over war, magic, and knowledge, respectively. Avandra is favored by some swordmages who travel the world. Vecna seduces a few swordmages because of his influence over magic and secrets. Those swordmages see worshiping Vecna as a gateway to power.

The Raven Queen counts a handful of swordmages among her followers, for some view her control over destiny as a path to glory and legend. A few swordmages prefer to pursue their own fortunes, favoring Sehanine’s doctrine of personal destiny.

ENCUnseen GauntletSwordmage Attack 3 · ArPStd Ranged 5Arcane, Force, ImplementTgt One creature
Your words of magic create a gauntleted hand that wraps around your foe, crushing its windpipe and leaving it gasping for breath.
Atk Int vs Fortitude · Hit 1d10 + Int force dmg, and tgt is immobilized until EONT.
Aegis of Ensnarement The attack deals extra dmg = Con.

Genasi Swordmages

Their combination of mental and physical prowess makes genasi perfectly suited to become swordmages. Genasi are also ideal swordmages from an aesthetic standpoint. Swordmages can deal a variety of types of damage, and a genasi’s ability to manifest elements means that both body and blade can crackle with lightning or burn with fire.

Genasi have a long tradition of becoming swordmages. Many genasi repudiate the claim that eladrin invented the swordmage style. Genasi allege that their earliest ancestors were responsible for the combination of magic and blade, though no evidence exists to confirm either race’s assertion.

Level 5 Daily Spells

DLYDimensional BondSwordmage Attack 5 · ArPStd Melee wpnArcane, Teleportation, WeaponTgt One creature
Your sword thrust connects you with your foe and creates a dimensional bond that allows you to teleport to its location.
Atk Int vs AC · Hit 2[W] + Int dmg.
Eff Until the end of the encounter, you can teleport 10 sq as a move action. You must end this movement adjacent to tgt.
Miss Half dmg.
DLYEnergy TheftSwordmage Attack 5 · ArPStd Melee wpnArcane, WeaponTgt One creature
You draw on your enemy’s natural resilience to protect your allies from harm.
Atk Int vs AC · Hit 1[W] + Int dmg.
Eff Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Tgt gains vulnerable 5 to that dmg type (save ends). Each ally within 5 sq of you gains resist 5 to that dmg type until the end of the encounter.
DLYEnervating SlashSwordmage Attack 5 · ArPStd Melee wpnArcane, WeaponTgt One creature
Your weapon turns pitch black as you strike. The wound it leaves behind drains your enemy of strength when it attacks your allies.
Atk Int vs Fortitude · Hit 2[W] + Int dmg.
Eff Tgt’s attacks deal half dmg to your allies (save ends).
DLYMark of the HoundSwordmage Attack 5 · ArPStd Melee wpnArcane, WeaponTgt One creature
With a wicked flourish, you carve your mark into the flesh of your foe, enabling you to find the creature wherever it goes.
Atk Int vs AC · Hit 2[W] + Int dmg.
Eff Until the end of the encounter, you can automatically pinpoint the location of tgt while it is within 20 sq of you, even if line of sight or line of effect would normally be blocked. You still take any penalties for any concealment or cover that the creature has against you. Also, until the end of the encounter, you gain the benefit of flanking against tgt while you and at least one ally are adjacent to tgt.
Miss Half dmg.
DLYPurifying WoundSwordmage Attack 5 · ArPStd Melee wpnArcane, Fire, WeaponTgt One creature
Your attack inflicts a grievous wound and unleashes a gout of flame that consumes your enemy.
Atk Int vs AC · Hit 2[W] + Int dmg, and ongoing 5 fire dmg (save ends). When tgt takes the ongoing fire dmg, each enemy adjacent to tgt takes 5 fire dmg.
Miss Half dmg.

Level 6 Utility Spells

ENCQuickling StrideSwordmage Utility 6 · ArPMove PersArcane
You move through the battlefield in a blur.
Eff You move 12 sq.
DLYSwordmage’s DecreeSwordmage Utility 6 · ArPMinor Close blast 3ArcaneTgt Each enemy in blast
Speaking ancient words of aegis binding, you lower a mantle of magic over your enemies that marks them as your foes.
Eff Tgt is marked by your Swordmage Aegis power. Marking tgt does not remove the mark on another target already affected by your Swordmage Aegis. If you mark only one target with this power, you do not expend the power but cannot use it again during this encounter.
ENCUnicorn’s TouchSwordmage Utility 6 · ArPMinor Close burst 1Arcane, HealingTgt You or one ally in burst
Your blade briefly adopts the appearance of a unicorn horn, sending out a focused pulse of curative energy.
Eff Tgt either rolls a saving throw or regains HP equal to 5 + Con.
ENCZephyr of the Barren SandsSwordmage Utility 6 · ArPMove PersArcane
You channel the power of the desert winds to briefly lift you into the air.
Eff You fly a number of sq equal to your speed.

Level 7 Encounter Spells

ENCDazing RebukeSwordmage Attack 7 · ArPImm React Ranged 5Arcane, Force, ImplementTgt The triggering enemy
Your sword swing unleashes a barrage of nettling darts of force that punish a foe for attacking one of your allies.
Atk Int vs Will · Hit 1d8 + Int force dmg, and tgt is dazed until EONT.
Trig An enemy within 5 sq of you hits or misses an ally
Aegis of Shielding Tgt also takes a –2 penalty to attack rolls until EONT.
ENCRejuvenating StrikeSwordmage Attack 7 · ArPStd Melee wpnArcane, Healing, WeaponTgt One creature
Your attack draws life from your foe’s injury and instills you with renewed energy.
Atk Int vs AC · Hit 2[W] + Int dmg. You can spend a healing surge.
Aegis of Ensnarement If you spend a healing surge, you regain additional HP = Con.

Halfling Swordmages

Nimble and quick, halflings rely on agility instead of size. Although the art of the swordmage is favored chiefly by eladrin and genasi, the knowledge has percolated through the world, and even a few halflings have picked it up. A halfling who takes up blade and magic uses size and luck to great advantage when defending. Rarely a battle goes by in which a halfling swordmage does not find use for his or her second chance racial trait. A halfling who becomes a swordmage is likely to be a shielding swordmage. Upon reaching the paragon tier, a halfling swordmage might choose the ghost blade paragon path because of its increased mobility and evasiveness.

ENCShatterbladeSwordmage Attack 7 · ArPStd Melee wpnArcane, WeaponTgt One creature
In the blink of an eye, your weapon shatters into thousands of pieces that cut your foe. The weapon then reforms in your hand.
Atk Int vs AC · Hit 1[W] + Int dmg. Each creature other than you that is adjacent to tgt takes dmg = Int + Str.
ENCThunderclap StrikeSwordmage Attack 7 · ArPStd Close burst 1Arcane, Implement, ThunderTgt Each creature in burst
Raising your blade, you send out a clap of thunder that sends your foes sprawling as noise cascades over them.
Atk Int vs Fortitude · Hit 2d6 + Int thunder dmg, and you knock tgt prone.
ENCWatchful StrikeSwordmage Attack 7 · ArPStd Melee wpnArcane, WeaponTgt One creature
As you strike your foe, you place another foe under your aegis.
Atk Int vs AC · Hit 2[W] + Int dmg. One enemy within 5 sq of you other than tgt is marked until EONT.
Aegis of Assault The enemy you mark is marked by your aegis of assault and takes dmg = Str.

Level 9 Daily Spells

DLYArcane DeflectionSwordmage Attack 9 · ArPStd Melee wpnArcane, Stance, WeaponTgt One creature
Your blade weaves in a pattern that deflects attacks directed at your nearby allies.
Atk Int vs AC · Hit 2[W] + Int dmg.
Eff Until the stance ends, you can make the following weapon attack.
Imm Intr Pers · Trig An enemy hits an ally who is adjacent to you
Spec Make an Intelligence attack vs. the triggering enemy’s attack roll. · Hit The triggering enemy’s attack misses the ally.
DLYBlade BoltSwordmage Attack 9 · ArPStd Ranged 5Arcane, Lightning, WeaponTgt One creature
Throwing your sword, you transform the weapon into a bolt of lightning that cripples your foe.
Req You must throw your melee weapon at tgt. · Atk Int vs Fortitude · Hit 2[W] + Int lightning dmg, and tgt is slowed (save ends). Also, tgt is marked by your Swordmage Aegis power. Marking tgt does not remove the mark on another target already affected by your Swordmage Aegis.
Eff Your weapon returns to your hand.
Miss Half dmg, and tgt is slowed until EONT.
DLYForceful DismissalSwordmage Attack 9 · ArPStd Close blast 3Arcane, Force, ImplementTgt Each creature in blast
Bored with your foes, you give them a dismissive wave with your sword that sends them tumbling to the ground.
Atk Int vs Fortitude · Hit 2d8 + Int force dmg, and you push tgt a number of sq = Str and knock it prone.
Miss Half dmg, and you push tgt 1 sq.
DLYHellspike AssaultSwordmage Attack 9 · ArPStd Melee wpnArcane, Fire, Teleportation, Weapon
Your blade bursts into flame as you stab a foe. You and the foe are then whisked away to another enemy.
1° Tgt One creature · 1° Atk Int vs Reflex · Hit 1[W] + Int fire dmg.
Eff Make a secondary attack.
2° Tgt One creature within 5 sq of you other than the primary target
Eff You teleport to a space that must be adjacent to the secondary target. If you hit the primary target, you can also teleport the primary target to a space adjacent to you.
2° Atk Int vs AC · 2° Hit 2[W] + Int fire dmg.

Human Swordmages

Like half-elves, humans are able learners and capable of taking quickly to the skills of the swordmage. Among the many humans inhabiting the world, a few learn this ancient practice. Often, human swordmages are foundlings who were raised by eladrin or genasi and taught the ancient art. These swordmages are proud of their heritage, and they can become as accomplished as any eladrin swordmage. Humans do not favor a particular style of swordmage fighting, instead leaning toward whatever technique their attributes fit.

DLYTroll RampageSwordmage Attack 9 · ArPStd Melee wpnArcane, Healing, WeaponTgt One creature
You charge your foe, swinging your weapon savagely. As arcane energy fuels your charge, a few of your minor wounds heal.
Atk Int vs AC · Hit 2[W] + Int dmg. Until the end of the encounter, you gain regeneration equal to 2 + Con while you are bloodied.
Spec When charging, you can use this power in place of a MBA. · Miss Half dmg. You regain HP equal to 2 + Con. · Aegis of Ensnarement If you charge, you gain a +2 bonus to the attack roll instead of the normal +1 for charging.

Level 10 Utility Spells

ENCLike a FeatherSwordmage Utility 10 · ArPFree PersArcane
You fear no height, for your magic gives grace to any landing.
Trig You are knocked prone or fall · Eff You take no falling dmg, and you are not knocked prone.
DLYFeywild GraceSwordmage Utility 10 · ArPMinor PersArcane, Stance
You move with otherworldly grace through even the most difficult environments.
Eff Until the stance ends, you gain a +2 pwr bonus to speed and a +2 pwr bonus to Athletics checks, Acrobatics checks, and Stealth checks, and you ignore difficult terrain.
ENCSpider’s LeapSwordmage Utility 10 · ArPMove PersArcane
Like the deathjump spider, you can pounce upon your prey with frightening speed.
Eff You make an Athletics check to jump with a +10 pwr bonus. You are considered to have a running start and can move as far as the check allows.
Aegis of Ensnarement When you charge, you can use this power as a free action.

Swordmages in the World

The lone traveler walking along a distant, borderland road; a hero described in epic poems by bards; an eladrin with wild hair and glyphs for tattoos; a human youth trained in the Feywild with a skill that few understand—any of these individuals might be a swordmage. Swordmages are more unusual than your average warrior. The combination of mental and physical skills makes a swordmage a rare find. In the tavern, a swordmage tends to draw curious glances at the least; more often, a swordmage is regarded with fear or respect.

DLYUnerring VisionSwordmage Utility 10 · ArPMinor PersArcane
Your eyes glow silver, piercing the veils that separate you and your opponent.
Eff Until the end of the encounter, you are automatically aware of each creature within 5 sq of you, including those that are hidden or invisible. You know the sq that any of those creatures occupy, but this knowledge does not negate the effects of cover, superior cover, concealment, or total concealment.

Level 13 Encounter Spells

ENCBinding LightSwordmage Attack 13 · ArPStd Melee wpnArcane, Radiant, WeaponTgt One creature
As your sword connects with your foe, a burst of arcane light roots nearby enemies to the ground.
Atk Int vs AC · Hit 2[W] + Int radiant dmg. Each enemy adjacent to you other than tgt is immobilized until EONT.
Aegis of Assault When you use your aegis of assault to teleport and make an attack, you can use this power in place of the MBA.
ENCEnsnaring BoltsSwordmage Attack 13 · ArPStd Close blast 5Arcane, Implement, LightningTgt Each enemy in blast
Bolts of purple lightning jet from your blade and rip at your foes, pulling them toward you.
Atk Int vs Reflex · Hit 1d10 + Int lightning dmg, and you pull tgt a number of sq = Con.
Aegis of Ensnarement Tgt is also slowed until EONT.
ENCFist of ForceSwordmage Attack 13 · ArPStd Melee 1Arcane, Force, ImplementTgt One creature
Your foe might be expecting a strike of the sword, but instead it gets a force-empowered fist in the face.
Atk Int vs Fortitude · Hit 2d10 + Int force dmg.
Eff You push tgt a number of sq = Str and knock it prone.
Aegis of Assault The attack deals extra dmg = Str.
ENCHypnotic SwordplaySwordmage Attack 13 · ArPStd Melee 1Arcane, Implement, PsychicTgt One creature
With a mesmerizing twirl of your weapon, you make your opponent’s mind reel and rob the creature of its ability to react.
Atk Int vs Will · Hit Int psychic dmg, and tgt is stunned until EONT.
Aegis of Ensnarement If tgt is marked by your aegis of ensnarement, the psychic dmg equals Int + Con.
ENCSilverlight StrikeSwordmage Attack 13 · ArPStd Melee wpnArcane, Radiant, WeaponTgt One creature
Your strike causes silver light to flare around your foe, obscuring its ability to perceive anyone but you.
Atk Int vs AC · Hit 1[W] + Int radiant dmg. Until EONT, all your allies are invisible to tgt.
Aegis of Shielding The attack deals extra dmg = Con.

Level 15 Daily Spells

DLYAssault of Fiery CutsSwordmage Attack 15 · ArPStd Melee wpnArcane, Fire, Implement, Weapon
Your blade moves in a blur as you assail your foe with cuts. Then, from those cuts, you summon flames to engulf your foe.
1° Tgt One creature · 1° Atk Int vs Fortitude · Hit 1[W] + Int dmg.
Eff Make a secondary attack that is an area burst 3 implement attack centered on the primary target. The secondary attack does not provoke OAs.
2° Tgt Each enemy in burst · 2° Atk Int vs Reflex · 2° Hit 1d6 + Int fire dmg.

Dragonborn Swordmages

Although a dragonborn’s high Strength seems ideal as a foundation for swordmage training, dragonborn rarely take up the cerebral art of combining sword and sorcery. However, a few dragonborn do rise to the intellectual challenge. The heritage of dragonborn promotes a strong bond with one’s weapon, which encourages a few dragonborn warriors to pursue this vocation. Natural strength and dedicated study of the arcane arts can make a dragonborn suited to be an assault swordmage (described in the Forgotten Realms Player’s Guide). A dragonborn who perseveres and continues his or her studies might then follow the sword of assault paragon path. By taking this path, a dragonborn swordmage can enhance his or her aegis of assault and use his or her Strength to add extra potency to already devastating magical attacks.

DLYBurning MantleSwordmage Attack 15 · ArPStd Melee wpnArcane, Fire, Reliable, WeaponTgt One creature
As your sword connects with your foe’s flesh, your body ignites into an aspect of fiery doom.
Atk Int vs AC · Hit 1[W] + Int dmg. Until the end of the encounter, each creature that starts its turn adjacent to you takes 5 fire dmg.
Aegis of Assault When you use your aegis of assault to teleport and make an attack, you can use this power in place of the MBA.
DLYDeath’s BladeSwordmage Attack 15 · ArPStd Melee wpnArcane, Necrotic, WeaponTgt One creature
Your blade pulses with necrotic energy. Your strike creates a wound that festers, causing your foe mind-numbing anguish.
Atk Int vs AC · Hit 1[W] + Int necrotic dmg. Tgt takes ongoing 5 necrotic dmg, cannot regain HP, cannot recharge powers, and cannot spend action points (save ends all).
Miss Half dmg, and ongoing 5 necrotic dmg (save ends).
DLYEldritch ChainsSwordmage Attack 15 · ArPStd Close blast 3Arcane, Force, ImplementTgt Each enemy in blast
Spectral chains lash outward from your weapon, striking at your enemies before binding them in place.
Atk Int vs Reflex · Hit 1d6 + Int force dmg. Until the end of the encounter, whenever you end your turn adjacent to tgt, tgt is immobilized until EONT.
Eff Tgt is slowed until EONT.
Miss Half dmg.
DLYHunter’s PursuitSwordmage Attack 15 · ArPStd Melee wpnArcane, WeaponTgt One creature
You gauge your opponent’s moves, attacking where the creature is weakest and cutting off its ability to escape.
Atk Int vs Reflex · Hit 3[W] + Int dmg, and tgt is immobilized until EONT.
Eff Until the end of the encounter, whenever you hit tgt with a melee attack, it is immobilized until EONT.
Aegis of Ensnarement Until the end of the encounter, whenever you hit tgt with a melee attack, you can knock it prone instead of immobilizing it.

Level 16 Utility Spells

ENCAegis of Lost SoulsSwordmage Utility 16 · ArPFree Area burst 2 centered on the triggering enemyArcaneTgt Each enemy in burst
As one of your foes falls, you send out a pulse of magic that incites other enemies to attack you.
Trig An enemy within 10 sq of you drops to 0 HP · Eff Tgt is marked by your Swordmage Aegis power. Marking tgt does not remove the mark on another target already affected by your Swordmage Aegis. Using this power does not provoke OAs.
ENCBorrowed ConfidenceSwordmage Utility 16 · ArPMinor PersArcane
For a brief moment, your doubts and fears are assuaged by an overwhelming sense of confidence that drives you to succeed.
Eff Until SONT, when you make an attack roll or a saving throw, you roll twice and use either result.
DLYShared FortuneSwordmage Utility 16 · ArPMinor PersArcane
With a few whispered words of magic, you gain the power to share in an ally’s good fortunes.
Eff Choose an ally within 3 sq of you. Until the end of the encounter or until you drop to 0 HP or fewer, whenever that ally succeeds on a saving throw while you are within his or her line of sight, you can end one effect on you that a save can end.
DLYShield of the Besieged TowerSwordmage Utility 16 · ArPMinor PersArcane, Stance
The more foes stand arrayed against you, the stronger your defensive magic is.
Eff Until the stance ends, you gain a +1 pwr bonus to AC. If at least two enemies are within 3 sq of you, this bonus increases to +3.
ENCUnerring ParrySwordmage Utility 16 · ArPImm Intr PersArcane
With a quick flick of the wrist and a spell on the lips, you can guard yourself against the worst attacks.
Trig A melee attack damages you · Eff The triggering attack deals half dmg to you.

Level 17 Encounter Spells

ENCDazzling DisplaySwordmage Attack 17 · ArPStd Close burst 1Arcane, WeaponTgt Each enemy in burst
With dizzying speed you slash and slice your foes. Your swordplay leaves your foes off balance and unable to discern your location.
Atk Int vs Reflex · Hit 1[W] + Int dmg. Until EONT tgt grants CA to you and your allies.
Eff Until EONT or until you move, you have concealment.
ENCFirelasher’s LungeSwordmage Attack 17 · ArPStd Melee wpnArcane, Fire, WeaponTgt One creature
Flame licks your blade, then explodes in a fiery blast when you strike your foe.
Atk Int vs AC · Hit 2[W] + Int fire dmg. Each enemy adjacent to tgt takes fire dmg = Str.
Spec When charging, you can use this power in place of a MBA. · Aegis of Assault When you use your aegis of assault to teleport and make an attack, you can use this power in place of the MBA.
ENCSnake StrikeSwordmage Attack 17 · ArPStd Ranged 10Arcane, Implement, PoisonTgt One creature
Your sword extends into the form of a shadowy asp and bites an enemy. If that foe dares to leave your side, poison assails it a second time.
Atk Int vs Fortitude · Hit 2d8 + Int poison dmg. If tgt ends its next turn in a space that is not adjacent to you, it takes 1d8 + Con poison dmg.
ENCSurprising TranspositionSwordmage Attack 17 · ArPImm Intr Ranged 10Arcane, Implement, TeleportationTgt One creature other than the triggering enemy or the ally who was hit
You sever the fabric of reality, transporting an ally to safety while redirecting an enemy’s attack.
Atk Int vs Fortitude. If tgt is an ally you do not make an attack roll. · Hit Tgt swaps positions with the ally, and tgt is subject to the triggering enemy’s attack.
Trig An enemy within 10 sq of you hits an ally with a melee attack
ENCThundering VortexSwordmage Attack 17 · ArPStd Close burst 3Arcane, Implement, ThunderTgt Each enemy in burst
A whirlwind of arcane energy lashes out to draw your foes closer to your blade.
Atk Int vs Fortitude · Hit 2d8 + Int thunder dmg, and you pull tgt 2 sq. Tgt is marked until EONT.
Aegis of Shielding Tgt is marked by your aegis of shielding. Marking tgt does not remove the mark on another target already affected by your aegis of shielding.

Level 19 Daily Spells

DLYForceful RebukeSwordmage Attack 19 · ArPStd Close burst 1Arcane, Force, WeaponTgt Each enemy in burst
Just as your foes close in on you, your sword strikes send out blasts of force that repel the enemies and send them staggering.
Atk Int vs AC · Hit 2[W] + Int force dmg, and you push tgt a number of sq = Con.
Miss Half dmg, and you push tgt 1 sq.
DLYMarksman’s VisionSwordmage Attack 19 · ArPStd Melee wpnArcane, WeaponTgt One creature
With one swipe, you mark your opponent with a burning, magic sigil that distracts your foe and ensures that the creature can’t hide.
Eff Until the end of the encounter, you can see tgt of this power even if it is invisible or hidden. You take no penalty to attack rolls against tgt for any concealment, total concealment, cover, or superior cover it has, but you cannot see through walls or any other solid barriers. In addition, you gain the benefit of flanking against tgt as long as you and at least one ally are adjacent to it. · Atk Int vs AC · Hit 3[W] + Int dmg.
DLYPlanar ShockSwordmage Attack 19 · ArPStd Melee wpnArcane, Teleportation, WeaponTgt One creature
Your weapon sends an enemy flying through otherworldly space. When the foe returns, it is reeling from the experience.
Atk Int vs AC · Hit 2[W] + Int dmg. You teleport tgt 10 sq, and tgt is stunned (save ends).
Miss Half dmg, and you teleport tgt 5 sq.
DLYWard of ScalesSwordmage Attack 19 · ArPImm Intr Close burst 5Arcane, Lightning, ImplementTgt The triggering enemy
You form a protective barrier of scintillating, silver dragon scales that strikes an enemy while providing shelter for an ally.
Atk Int vs Reflex · Hit 4d8 + Int lightning dmg.
Trig An enemy hits an ally within 5 sq of you · Eff The ally who was hit gains resistance to all dmg = Con until EONT.
Miss Half dmg. · Sust Minor The effect persists.
DLYWhirling ThreatSwordmage Attack 19 · ArPStd Close burst 1Arcane, Stance, Teleportation, WeaponTgt Each enemy in burst
Appearing in a flash of light in the midst of your foes, you are a terror of flashing steel, threatening all adjacent enemies.
Eff Before the attack, you teleport 10 sq. · Atk Int vs AC · Hit 3[W] + Int dmg, and tgt is marked until EONT. · Miss Half dmg.
Eff Until the stance ends, once during each of your turns as a free action, you can mark one enemy that is adjacent to you. The mark lasts until EONT.

Level 22 Utility Spells

DLYBorrowed AscensionSwordmage Utility 22 · ArPMinor PersArcane
You sprout a pair of translucent magic wings that take you aloft to do battle from the skies.
Eff Until EONT, you gain a speed of fly 8 (hover). When the effect ends, you float to the ground and do not take falling dmg.
Sust Minor The effect persists.
DLYBoundlessSwordmage Utility 22 · ArPNo Act PersArcane
You wreath yourself in magic and unleash a burst of energy that lets you overcome even the most paralyzing afflictions.
Eff End any effects on you that impose the following conditions: grabbed, immobilized, restrained, slowed, and petrified. Until the end of the encounter, you gain a +5 pwr bonus to saving throws against any effects that include those conditions.
ENCGhost WalkSwordmage Utility 22 · ArPMinor PersArcane
Your form becomes immaterial like a ghost, and you gain the power to pass through walls.
Eff You become insubstantial and gain phasing until EONT.
DLYOni’s GiftSwordmage Utility 22 · ArPMinor PersArcane, Illusion
Like the oni of children’s fairy tales, you can disappear from view until you are ready to strike.
Eff You are invisible until SONT or until you attack.
Sust Minor You stay invisible or, if you are no longer invisible because you attacked, you become invisible again.

Level 23 Encounter Spells

ENCAegis BoltSwordmage Attack 23 · ArPStd Ranged 10Arcane, Force, ImplementTgt One creature
You send a missile of force flying toward a distant foe, marking it for your wrath.
Atk Int vs Reflex · Hit 4d8 + Int force dmg. Until EONT, tgt is marked by your Swordmage Aegis power. Marking tgt does not remove the mark on another target already affected by your Swordmage Aegis.
ENCBlink AssaultSwordmage Attack 23 · ArPStd Melee wpnArcane, Teleportation, WeaponTgt One creature
In the blink of an eye, you and an ally appear next to a foe and unleash a deadly assault.
Eff Before the attack, you and an ally who is adjacent to you teleport 5 sq to spaces that must be adjacent to tgt. · Atk Int vs AC · Hit 3[W] + Int dmg.
ENCBravado StrikeSwordmage Attack 23 · ArPStd Melee wpnArcane, Healing, WeaponTgt One creature
Your successful attack lends you the strength and the inspiration to keep on fighting.
Atk Int vs AC · Hit 3[W] + Int dmg. You can spend a healing surge and regain additional HP = Con. You can also roll a saving throw.

Eladrin Swordmages

For eladrin, swordplay is a skill as valued as the arcane arts. In fact, many believe that eladrin were the first to combine blade and magic. As a race that promotes study and mental achievement, eladrin are perfectly suited to be any type of swordmage. Their cunning in battle helps them evade physical blows while wearing the light armor typical of a swordmage. Eladrin swordmages often learn wizard powers that allow them to better control the battlefield, favoring such spells as ray of frost.

ENCFreezing SwordburstSwordmage Attack 23 · ArPStd Melee wpnArcane, Cold, Implement, Weapon
Ice creeps over your weapon and when you strike, it explodes in a cloud of frost that anchors nearby foes in eldritch ice.
1° Tgt One creature · 1° Atk Int vs AC · Hit 2[W] + Int cold dmg, and tgt is immobilized until EONT. Make a secondary attack that is an area burst 1 implement attack centered on the primary target. The secondary attack does not provoke OAs.
2° Tgt Each creature in burst except you · 2° Atk Int vs Fortitude · 2° Hit 1d8 + Int cold dmg, and tgt is slowed until EONT. · Aegis of Assault When you use your aegis of assault to teleport and make an attack, you can use this power in place of the MBA.
ENCLightning Bolt ChargeSwordmage Attack 23 · ArPStd Melee wpnArcane, Lightning, Teleportation, Weapon
You slash your foe and transform into lightning, racing across the battlefield to reappear and strike anew.
1° Tgt One creature · 1° Atk Int vs AC · Hit 1[W] + Int lightning dmg, and you teleport 10 sq. · Miss You teleport 5 sq.
Eff Make a secondary attack.
2° Tgt One creature · 2° Atk Int vs AC · 2° Hit 1[W] + Int lightning dmg.
ENCRadiant ShieldSwordmage Attack 23 · ArPStd Area burst 2 within 10 squaresArcane, Implement, RadiantTgt Each enemy in burst
Arcane radiance bursts around your foes, searing them while transforming your allies into insubstantial creatures of light.
Atk Int vs Will · Hit 3d8 + Int radiant dmg, and tgt is marked until EONT.
Eff Each ally in the burst becomes insubstantial until EONT.
Aegis of Shielding Tgt is instead marked by your aegis of shielding until EONT. Marking tgt does not remove the mark on another target already affected by your aegis of shielding.

Tiefling Swordmages

Although tieflings are not as disposed to becoming swordmages as eladrin or genasi are, their high Intelligence scores make them skilled swordmages when they do pursue the art. A tiefling’s bloodhunt racial trait means that most tieflings favor the assault swordmage style (described in the Forgotten Realms Player’s Guide). Similarly, the tiefling’s infernal wrath power makes a tiefling swordmage tend to be more offense-oriented.

Level 25 Daily Spells

DLYDarksword BoltSwordmage Attack 25 · ArPStd Ranged 10Arcane, Lightning, Necrotic, WeaponTgt One creature
With a deft toss, you turn your sword into a streak of black lightning. It slams into your foe and causes the creature’s flesh to rot away.
Req You must throw your melee weapon at tgt. · Atk Int vs Fortitude · Hit 3[W] + Int lightning and necrotic dmg, and ongoing 10 necrotic dmg (save ends). · Miss Half dmg, and ongoing 5 necrotic dmg (save ends).
Eff Your weapon returns to your hand.
After Tgt takes ongoing 5 necrotic dmg (save ends).
DLYInvincible RampageSwordmage Attack 25 · ArPStd Melee wpnArcane, Healing, WeaponTgt One creature
Magic washes over you, steeling your body against pain as you rain violence upon your foe.
Atk Int vs AC · Hit 3[W] + Int dmg. Until the end of the encounter, you gain regeneration 10 while you are bloodied.
Eff You can spend a healing surge.
Spec When charging, you can use this power in place of a MBA. · Miss Half dmg. · Aegis of Ensnarement If you charge, you gain a +2 bonus to the attack roll instead of the normal +1 for charging.
DLYMindsap ManeuverSwordmage Attack 15 · ArPStd Melee wpnArcane, Charm, WeaponTgt One creature
Your arcane swordplay daunts your foe and leaves it scrambling to use even its simplest attacks.
Atk Int vs AC · Hit 4[W] + Int dmg. Tgt can use only basic attacks to attack (save ends).
Miss Half dmg. Until EONT, tgt can use only basic attacks to attack.
DLYSword DuelSwordmage Attack 15 · ArPStd Melee wpnArcane, WeaponTgt One creature
An arcane bond connects you to your foe. If the enemy does not face you in battle, your magical power will erode its life.
Atk Int vs AC · Hit 4[W] + Int dmg.
Eff Until the end of the encounter, if tgt does not attack you during its turn, it takes 10 dmg at the end of its turn.
Miss Half dmg.
DLYWaves of LanguorSwordmage Attack 25 · ArPStd Close burst 2Arcane, Implement, Psychic, SleepTgt Each enemy in burst
With a sweep of your sword, you unleash a flood of energy that pacifies your foes, making them weak and sleepy.
Atk Int vs Will · Hit 2d8 + Int psychic dmg, and tgt is slowed and weakened (save ends both). · Miss Half dmg, and tgt is slowed and weakened until EONT.
First Failed Saving Throw Tgt becomes unconscious (save ends).

Level 27 Encounter Spells

ENCSlash and BurnSwordmage Attack 27 · ArPStd Melee wpnArcane, Fire, WeaponTgt One creature
Brandishing your sword in one hand, you slash at your enemy while striking it with a flaming fist that leaves it reeling.
Atk Int vs AC · Hit 2[W] + Int dmg. Make the following attack against the same target. · Atk Int vs Fortitude · Hit Int fire dmg, and you push tgt a number of sq = Con. Also, tgt is dazed until EONT.
ENCSteel TempestSwordmage Attack 27 · ArPStd Melee wpnArcane, Weapon, ZoneTgt One creature
The air erupts with blades around your foe, cutting any enemy that tries to move through them.
Atk Int vs AC · Hit 3[W] + Int dmg. The attack creates a zone of whirling blades in a burst 3 centered on tgt. The zone lasts until EONT or until you dismiss it as a minor action. Each enemy that enters the zone or starts its turn there takes 10 dmg.
ENCSword Chaser AssaultSwordmage Attack 27 · ArPImm Intr Ranged 5Arcane, Teleportation, WeaponTgt The triggering enemy
You throw your weapon at an enemy that threatens an ally. Then, in the blink of an eye, you appear beside the foe and seize your sword.
Req You must throw your melee weapon at tgt. · Atk Int vs AC · Hit 4[W] + Int dmg, and you teleport to a space that must be adjacent to tgt.
Trig An enemy within 5 sq of you hits an ally with a melee attack · Eff Your weapon returns to your hand.
ENCThundering BurstSwordmage Attack 27 · ArPStd Close burst 1Arcane, Thunder, WeaponTgt Each creature in burst
You slam your sword into the ground and send a sonorous boom outward.
Atk Int vs Fortitude · Hit 2[W] + Int thunder dmg. If tgt moves before EONT, it takes 2d8 + Con thunder dmg.
Aegis of Ensnarement Tgt is also slowed until EONT.
ENCWrath of the Arctic WindSwordmage Attack 27 · ArPStd Melee wpnArcane, Cold, WeaponTgt One creature
Your blade unleashes a freezing gale that numbs your foe and sends it tumbling.
Atk Int vs AC · Hit 2[W] + Int cold dmg, and tgt is immobilized until EONT. In addition, you either slide tgt 3 sq or knock it prone.
Aegis of Assault When you use your aegis of assault to teleport and make an attack, you can use this power in place of the MBA.

Level 29 Daily Spells

DLYConstrictor’s StrikeSwordmage Attack 29 · ArPStd Melee wpnArcane, WeaponTgt One creature
You exhibit your mastery of the battlefield as you harry your foe and control its movements, making it unable to escape your blade.
Atk Int vs AC · Hit 4[W] + Int dmg.
Eff Tgt is immobilized (save ends). Until the end of the encounter, whenever you hit tgt with a melee attack, it is immobilized until EONT.
Miss Half dmg. · Aegis of Ensnarement Tgt is restrained instead of immobilized.
DLYMirrorblade ArmySwordmage Attack 29 · ArPStd Ranged 10Arcane, Conjuration
From your image reflected in your blade, you conjure an army of duplicates to help assault your foes anywhere on the battlefield.
Eff You conjure a number of mirror images of yourself = Con (minimum 1) within range. Each mirror image occupies 1 sq. Enemies cannot move through an image’s space, but allies can. You can make attacks, including OAs, as though you occupied the same space as a mirror image. A mirror image still provokes OAs as normal for using a ranged or an area attack. A mirror image can be targeted by attacks. It has the same defenses, resistances, and immunities as you. A mirror image has 1 hit point, and a missed attack never damages it. A mirror image reduced to 0 HP is destroyed.
Sust Minor The effect persists.
DLYSilver Lightning AssaultSwordmage Attack 29 · ArPStd Melee wpnArcane, Lightning, Teleportation, WeaponTgt One creature
Your body streaks like silver lightning to a foe, even one you can’t see. Reappearing, your lightning-charged weapon sears your foe.
Eff Before the attack, you can teleport 20 sq to a space that must be adjacent to tgt. You do not need line of sight to your destination. · Atk Int vs AC · Hit 6[W] + Int lightning dmg, and you can then teleport back to your original position. · Miss Half dmg.
DLYSword of Soul RotSwordmage Attack 29 · ArPStd Melee wpnArcane, Necrotic, WeaponTgt One creature
The strike of your blade injures and debilitates your enemy, leaving it unable to heal or replenish itself.
Atk Int vs Fortitude · Hit 4[W] + Int necrotic dmg. Tgt takes ongoing 10 necrotic dmg, cannot regain HP, cannot recharge powers, and cannot spend action points (save ends all).
Miss Half dmg, and ongoing 10 necrotic dmg (save ends).

Dwarf Swordmages

Few dwarves choose to take up the arcane sword and learn the secret spells of the aegis. Many dwarves don’t have the patience for the blade, instead favoring hammers and axes in combat. Others simply disdain spellcasting, preferring to rely on martial exploits and divine prayers.

Dwarves are not entirely unreceptive to the art, though, for their physical endurance makes them able defenders. In addition, the resilience required to channel magic through one’s body and into the blade makes dwarves capable swordmages when they focus on shielding allies or ensnaring foes. Unlike assault swordmages (described in the Forgotten Realms Player’s Guide), dwarf swordmages focus on control and defense. Dwarves who excel as swordmages might consider the ward guardian paragon path, which further extends a swordmage’s ability to defend allies.

New Paragon Paths

Arcane Hunter

“Every creature is vulnerable to my blade, for any resistance can be overcome.”

Prerequisite: Swordmage, aegis of ensnarement class feature

You are adroit at spotting chinks in your enemies’ defenses and taking advantage of those weaknesses to inflict debilitating blows. Your arcane senses give you the upper hand when you face creatures that rely on natural resistances.

As an arcane hunter, you might have been trained at an early age to visually recognize the physical weaknesses of creatures. Since then, your magical education has further refined those skills, allowing you to extend tendrils of unseen energy to feel out a foe’s flaws.

In your studies and adventures, you have learned that adaptability is one of the best qualities when facing a variety of foes. Instead of specializing in one damage type or one type of attack, you prefer to have options.

Arcane Hunter Path Features

Knowing Strike (11th level):

When you spend an action point to make an attack, that attack ignores all resistances and the insubstantial quality.

Perfect Strike (11th level):

Whenever you score a critical hit, your attack deals extra damage equal to the target’s highest vulnerability.

Exploitive Eye (16th level):

Whenever you attack a creature that has one or more resistances, you treat those resistances as 10 lower than they are (minimum 0).

Arcane Hunter Spells

ENCExploit WeaknessArcane Hunter Attack 11 · ArPStd Melee wpnArcane, WeaponTgt One creature
Your arcane insight guides you to an enemy’s weakness, letting you exploit that vulnerability.
Atk Int vs AC · Hit 3[W] + Int dmg. This attack deals extra dmg equal to tgt’s highest vulnerability.
DLYElemental StanceArcane Hunter Utility 12 · ArPMinor PersArcane, Stance
You speak a few words of an ancient spell, instilling your attacks with the power to bestow vulnerability on a foe.
Eff When you use this power, choose acid, cold, fire, lightning, or thunder. Until the stance ends, whenever you hit an enemy, that creature gains vulnerable 5 to the chosen dmg type until EONT.
DLYFlaw Seeking StrikeArcane Hunter Attack 20 · ArPStd Melee wpnArcane, Weapon; VariesTgt One creature
You recognize a flaw in a creature’s defenses, and you focus your attacks on that weakness.
Atk Int vs AC · Hit 3[W] + Int dmg, and ongoing 5 dmg of a type of your choice to which tgt is vulnerable (save ends). If tgt has no vulnerabilities, it takes ongoing 10 dmg of a type of your choice from among acid, cold, fire, lightning, or thunder (save ends).
Miss Half dmg, and ongoing 5 dmg of a type of your choice (save ends).

Ghost Blade

“From the space between worlds I come, my killing blow as soft as a whisper.”

Prerequisite: Swordmage

Like many swordmages, you can effortlessly travel the roads behind the world. Those arcane pathways offer you more than they do your fellows, though, for you have actually learned to slip through the space between planes.

Your travels through the weave of reality have transformed your knowledge and skills. As you bend space with a cunning stroke of your sword, you can be in two places at once, splitting your physical body between the dimensions. You might briefly take on the seeming of a ghostly spirit, but this appearance is only a temporary transformation. Even when you step between worlds, your blade doesn’t fade—remaining a very real threat to your enemies.

Your eerie form has gained you the moniker of “ghost” in some circles. You smile to hear such nicknames, although they are untrue, because you know that fear is a valuable weapon.

Ghost Blade Path Features

Slip the Weave (11th level):

When you spend an action point to take an extra action, you become insubstantial until the end of your next turn.

Here nor There (11th level):

Whenever you use a teleportation power, you gain combat advantage against one target of the next weapon attack you make before the end of your next turn.

Stalker of the In-between (16th level):

While you are insubstantial or have phasing, each creature marked by you grants combat advantage to you, and you add 2 squares to the distance your teleportation powers allow you to teleport.

Ghost Blade Spells

ENCGhost SwordGhost Blade Attack 11 · ArPStd Melee wpnArcane, WeaponTgt One creature
Your attack cuts through all planes of existence, ensuring that even ghostly forms suffer your wrath.
Atk Int vs Reflex · Hit 2[W] + Int dmg. This dmg ignores the insubstantial quality.
Aegis of Assault When you use your aegis of assault to teleport and make an attack, you can use this power in place of the MBA.
DLYPhase EvasionGhost Blade Utility 12 · ArPImm Intr PersArcane
Your foe might have thought to get the better of you, but before its attack, you wink out and attempt to dodge the assault.
Trig A melee attack hits you · Eff You gain a +2 pwr bonus to AC and Reflex against the triggering attack, and until EONT, you become insubstantial and gain phasing.
DLYOmnipresent AssaultGhost Blade Attack 20 · ArPStd Melee wpnArcane, Teleportation, WeaponTgt Each enemy you can see when you first use the power
You step across dimensional boundaries, seeming to be everywhere on the battlefield at once, unleashing an attack against each foe.
Eff Before each attack, you teleport to a space that must be adjacent to tgt. · Req You must be phasing or insubstantial. · Atk Int vs AC · Hit 1[W] + Int dmg.
Eff Until you have attacked each eligible target once, you can teleport adjacent to a different target and repeat the attack against the new target. You then teleport back to your starting position.

Sage of Fate’s Bonds

“Every combat creates bonds between attacker and defender, bonds between allies. I see these bonds.”

Prerequisite: Swordmage, aegis of ensnarement class feature

You can see the invisible bonds that connect creatures to the things around them. Your ability to recognize where these bonds are strongest and weakest gives you the power to strengthen or sever a bond when necessary. Your unique sight lets you see the paths that lie behind the world, and thus by cutting a creature’s bond to the world you can send a foe or an ally hurtling along a hidden path.

You are a master of gaining tactically advantageous positions in combat. You look for a central position on the battlefield from which you can utilize all your powers and abilities to send creatures careening through extradimensional space. You are concerned with terrains and obstacles only insofar as you can use them to your advantage.

Using your aegis of ensnarement, you thwart your foes’ movements and leave them reeling. You can unleash a vicious jolt of magical feedback that shocks your foes. As a sage of fate’s bonds, you want powers that allow you to mark as many foes as possible with your aegis of ensnarement, thereby giving you control of the battlefield and the power to dole out numerous jolts of lightning.

Sage of Fate’s Bonds Path Features

Bond of Transport (11th level):

When you spend an action point to take an extra action, you can teleport one creature that is adjacent to you 5 squares, or you can teleport one creature that is marked by your aegis of ensnarement 5 squares.

Bond of Fury (11th level):

When a creature marked by your aegis of ensnarement hits with an attack that does not include you as a target, you can deal 2d8 + your Intelligence modifier lightning damage to the creature as an immediate reaction. At 21st level, this damage increases to 3d8 + your Intelligence modifier.

Bond of Escape (16th level):

When a creature marked by your aegis of ensnarement hits an ally with an attack that does not include you as a target, you can teleport the ally 5 squares as an immediate reaction.

Sage of Fate’s Bonds Spells

ENCFoe BinderSage of Fate’s Bonds Attack 11 · ArPStd Melee wpnArcane, WeaponTgt Two creatures
You slash at two nearby foes, and your attacks bind them to you.
Atk Int vs AC · Hit 2[W] + Int dmg, and tgt is marked by your aegis of ensnarement. Marking tgt does not remove the mark on another target already affected by your aegis of ensnarement.
DLYProtective BondSage of Fate’s Bonds Utility 12 · ArPMinor Close burst 10Arcane, TeleportationTgt One ally in burst
You raise a magical ward over one of your allies, allowing you to summon that individual to your side and offer protection.
Eff Until the end of the encounter, whenever tgt is hit by an attack, as an immediate interrupt you can teleport tgt 5 sq to a space that must be adjacent to you.
DLYDeadly EnsnarementSage of Fate’s Bonds Attack 20 · ArPImm React Melee wpnArcane, Teleportation, WeaponTgt The triggering enemy
An enemy might have thought to ignore you, but when you show up behind it and unleash a deadly attack, you teach it otherwise.
Eff You teleport tgt to a space that must be adjacent to you. Tgt grants CA to you until EONT. · Trig An enemy marked by you and within 10 sq of you hits or misses an ally · Atk Int vs AC · Hit 5[W] + Int dmg. · Miss Half dmg.

Sigil Carver

“By carving sigils of strength and power into the air, I support my allies and foretell the doom of my foes.”

Prerequisite: Swordmage, aegis of shielding class feature

Bereg-amadh is the ancient eladrin art of drawing calligraphy with a blade. Bodyguards of the legendary eladrin queen Suiradrun were the first to use bereg-amadh, and the practice has since become more widespread. Practitioners of this arcane tradition inscribe magical, glowing characters of Reilanic script into the air with their blades. These hovering runes are charged with arcane power from the calligrapher. The sigils hover for a short time, emitting a lambent radiance that evokes protection for allies or enmity toward foes.

Your mastery of the flying sword makes you an ideal practitioner of bereg-amadh. Whether you studied texts to learn the art yourself, or you earned the right to study under a master of bereg-amadh, you have gained the ability to wield the arcane art on the battlefield. On the tip of your blade, you sculpt runes, the mere sight of which strikes fear into your adversaries.

Sigil Carver Path Features

Energizing Sigil (11th level):

When you spend an action point to take an extra action, one ally within 5 squares of you can roll a saving throw against each effect on him or her that a save can end.

Bolstering Sigil (11th level):

Any allies adjacent to you gain a +2 power bonus to all defenses.

Punishing Sigil (16th level):

Whenever an enemy marked by you within 5 squares of you hits an ally who is adjacent to you, you can make a melee basic attack against that enemy as an opportunity action. You can make the attack even if the creature is beyond your normal reach.

Sigil Carver Spells

ENCAegis SigilSigil Carver Attack 11 · ArPStd Melee wpnArcane, WeaponTgt One creature
You etch the air with sigils of power. The runes linger for a moment and then burn into a struck foe.
Atk Int vs AC · Hit 3[W] + Int dmg.
Eff Until the end of tgt’s next turn, it is marked by your aegis of shielding. Marking tgt does not remove the mark on another target already affected by your aegis of shielding.
ENCSigil of SafetySigil Carver Utility 12 · ArPImm Intr Close burst 5Arcane, TeleportationTgt The ally who was hit
Just as your ally is about to suffer a blow, you carve a few quick runes in the air and transport the ally out of harm’s way.
Trig An attack hits an ally within 5 sq of you · Eff You teleport tgt to a space within 5 sq of you. Tgt gains a +4 bonus to all defenses against the triggering attack.
DLYSigil of EnmitySigil Carver Attack 20 · ArPStd Melee wpnArcane, WeaponTgt One creature
Your rune-enhanced weapon strike marks a foe as the nemesis of you and your allies, making attacks against it more potent.
Atk Int vs AC · Hit 2[W] + Int dmg.
Eff Until the end of the encounter, when any of your allies hits tgt with a melee attack during his or her turn, the attack deals 2d6 extra dmg.

Sword of Assault

“The best defense is beating your foe into submission.”

Prerequisite: Swordmage, aegis of assault class feature

Although arcane finesse and delicate sword work are fine for others, you believe that better ways exist to subdue your enemies. You wonder why you should use subtlety when you can more quickly defeat your foe with a powerful sword strike combined with a blast of arcane energy.

As a sword of assault, you are interested in fusing magic with blade to create the most powerful attack you can. You have little tolerance for rigorous arcane training, preferring to use magic in a blast of raw elemental energy instead of a carefully crafted spell.

Similarly, you never saw the point of the refined swordplay of your counterparts, instead favoring strength over finesse. You believe that displaying your skill through elaborate parries and flourishes is an expression of a swordmaster’s ego, rather than of skill. In your mind, such displays only slow battle. On the other hand, you make sure that all of your movements and arcane utterances contribute to the most devastating attack you can possibly deliver with a single swing of your blade.

Sword of Assault Path Features

Assaulting Charge (11th level):

When you spend an action point to charge, you can use a melee at-will attack power or a melee encounter attack power in place of the charge’s melee basic attack.

Battlemage Readiness (11th level):

When you use your aegis of assault to teleport and make an attack, you can use a swordmage melee at-will attack power in place of the melee basic attack.

Double Spell Assault (16th level):

Whenever you roll initiative, choose one of your at-will attack powers. Once before the end of the encounter, you can use that power as a minor action after hitting with a melee attack.

Sword of Assault Spells

ENCSpell StrikeSword of Assault Attack 11 · ArPStd Melee wpnArcane, Weapon; VariesTgt One creature
Your magic imbues a normal weapon attack with arcane power that might scorch, freeze, rot, poison, shock, or blast your foe.
Atk Int vs AC · Hit 1[W] + Int plus 2d6 + Str acid, cold, fire, lightning, necrotic, poison, radiant, or thunder dmg.
ENCAegis ReserveSword of Assault Utility 12 · ArPMinor Close burst 5ArcaneTgt One creature in burst
In the heat of battle, sometimes one aegis is not enough. Luckily, you know a spell that allows you to bestow another.
Eff Tgt is marked by your aegis of assault. Marking the creature does not remove the mark on another target already affected by your aegis of assault.
DLYFire and ThunderSword of Assault Attack 20 · ArPStd Melee wpnArcane, Fire, Thunder, WeaponTgt One creature
Your weapon thrums with fire and thunder, which explode across your foe and leave the creature aflame and senseless.
Atk Int vs AC · Hit 5[W] + Int fire and thunder dmg, and tgt takes ongoing 5 fire dmg and is deafened (save ends both).
Miss Half dmg.

Ward Guardian

“My warding protects me, but it is more than just a shield. By my will and magic, it can become a deadly force, or a sheltering fortification.”

Prerequisite: Swordmage

In your earliest arcane training you learned to sheathe yourself in a layer of magical protection. This protection is your Swordmage Warding, and it represents an extension of your arcane mastery. Unlike other swordmages, though, you have taken this talent to the next level.

You have long studied the secrets of the Swordmage Warding, and you have learned that the magical field is more flexible than most swordmages assume it to be. You have discovered that you can shape and sculpt your warding. Through careful study, you have learned to transform the warding into a protective barrier for your allies and into a dangerous weapon to distract or strike foes.

Ward Guardian Path Features

Guardian’s Action (11th level):

When you spend an action point to make an attack, any allies you can see gain the benefit of your Swordmage Warding until the end of your next turn.

Spellshield (11th level):

When you become bloodied, choose a defense other than AC. Until you are no longer bloodied, your Swordmage Warding grants a bonus to the chosen defense as well as to AC.

Reactive Spellshield (16th level):

Any allies within 5 squares of you gain the benefit of your Swordmage Warding against opportunity attacks.

Ward Guardian Spells

ENCWard Force AssaultWard Guardian Attack 11 · ArPStd Melee wpnArcane, Force, WeaponTgt One creature
You swing at your foe and craft your warding into a blunt force that flattens your enemy when you hit.
Atk Int vs AC · Hit 2[W] + Int dmg. In addition, either you deal extra force dmg equal to your bonus from Swordmage Warding + Con, or you knock tgt prone.
DLYSheltering WardWard Guardian Utility 12 · ArPStd PersArcane
With intense concentration and magical power, you expand your warding to include those around you.
Eff Until EONT, any allies adjacent to you gain the benefit of your Swordmage Warding.
Sust Minor The effect persists.
DLYUnseen EntanglementWard Guardian Attack 20 · ArPStd Melee wpnArcane, WeaponTgt One creature
As you swing, you shape the protective power of your warding into an entangling thread that thwarts your foe’s defenses.
Atk Int vs AC · Hit 5[W] + Int + Con dmg. In addition, tgt takes a –3 penalty to any defense to which your Swordmage Warding is currently granting a bonus (save ends).
Miss Half dmg. Until EONT, tgt takes a –1 penalty to any defense to which your Swordmage Warding is currently granting a bonus.