3.5e Swordmage Incantations

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Swordmage Incantations[edit]

0th Level Incantations[edit]

  • Cantrip - Creates a weapon the Swordmage is proficient with and attacks once with it.

1st Level Incantations[edit]

  • Powerful Strike - (Any) You attack with a Power Attack.
  • Blinkplate - (Self) Gain +4 Armor bonus to AC until the end of your next turn.
  • Forceful Strike - (Bludgeoning) In addition to dealing normal damage, you attempt to knock your opponent prone. Your opponent must make a Fortitude save in order remain on his feet.
  • Crippling Strike - (Piercing) In addition to dealing normal damage, you attempt strike at one of your opponent's pressure points. Your opponent must make a Reflex save or suffer a -2 penalty to attack rolls and damage rolls.
  • Bleeding Strike - (Slashing) In addition to dealing normal damage, you attempt to cut a gaping wound into your opponent. Your opponent must make a Reflex save in order to remain unaffected. If the Reflex save fails, he must then make a Fortitude save in order to prevent the bleeding. If both saves fail, he starts bleeding for 2 points of damage each round at the beginning of their turn. Any magical healing received will remove this effect.
  • Blinding Light - (Self) You release a burst of bright light in a 10 ft. radius around you. Anyone within the area (other than you) must make a Fortitude save or become blinded for 1 round.
  • Deafening Clang - (Self) You release a minor sonic boom in a 10 ft. radius around you. Anyone within the area (other than you) must make a Fortitude save or become deafened for 1 round.
  • Dazing Javelin - (Spear, Trident, Lance) You throw your spear or trident at an enemy. If it hits, they must make a Fortitude Save or become Dazed for 1 round.
  • Sundering Strike - (Any) You attempt to sunder your enemy's weapon. You get a +4 to your attack rolls made to sunder an opponent's weapon until the end of your next turn.
  • Dagger Stream - (Dagger) You duplicate your thrown dagger to create three total daggers that fly in a line toward the same target. Each dagger has it's own attack and damage rolls.
  • Lunging Charge - (Piercing) You dash at your target from up to 10 ft. away and attempt to attack them with a single attack.
  • Turning Flail - (Flail) Attack with a holy flail that turns any undead you strike with it as if you were a Cleric of level equal to your level in Swordmage.
  • Cleaving Strike - (Any) You strike at your opponent and attempt to cleave any nearby opponents as per the Cleave feat.

2nd Level Incantations[edit]

  • Sleeted Ground - (Piercing) You stab the ground at your feet and create a 30 ft. icy terrain. Everyone in the area moves at half speed while in the area. This ability lasts until the end of your next turn.
  • Force Shield - (Self) Gain +4 Shield bonus to AC until the end of your next turn.
  • Twin Attack - (Any) You attack the same target twice with the same attack bonus.
  • Weakening Blow - (Any) You attempt to weaken your opponent. If the attack is successful, the enemy must make a Fortitude save or become fatigued for 1d4 rounds.
  • Fanning Blade - (Slashing) You can attack up to three enemies in front of you, so long as each enemy is within 5 ft. of one-another.
  • Cloak of Shadows (Self) You create a 20 ft. area of darkness around you. Everyone in the area gains partial concealment (20%) until the end of your next turn.
  • Blade of Good - (Any "Sword") Your sword acts as if it were a "Good" weapon.
  • Blade of Evil - (Any "Sword") Your sword acts as if it were an "Evil" weapon.
  • Ground Hammer - (Greatclub) You smash the ground in front of you. Everyone within 15 ft. (other than you) must make a Reflex save or become staggered for 1 round. (This does not deal nonlethal damage, but only applies the penalties of the effect.)

3rd Level Incantations[edit]

  • Favorite Enemy Weapon - (Self) Choose a type of creature. You gain a +1 to attack and damage against that type of creature until the end of your next turn.
  • Blade of Woe - (Any "Sword") Killing an enemy raises them as a skeleton of the same level after 1d4 rounds and remains for 1d6 rounds.
  • Graceful Stance - (Self) Gain +4 Dodge bonus to AC until the end of your next turn.
  • Bending Light - (Self) You become invisible until the end of your next turn and gain complete concealment (50%).
  • Silencing Strike - (Any) You attack your enemy and attempt to silence them. If the hit is successful, the enemy must make a Will save or become silenced until the end of their next turn.
  • Deflecting Arcana - (Self) You absorb the next 30 points of energy damage (fire, electricity, cold, acid, or sonic).
  • Sight Beyond the Dark - (Self) Until the end of your next turn, you ignore any penalties suffered from being blinded.
  • Hearing the Vibrations - (Self) Until the end of your next turn, you ignore any penalties suffered from being deafened.
  • Canceling Arcana - (Self) You can dispel any area of effect spell of 3rd level or lower.
  • Reversing Strike - (Any) If your attack is successful, you can immediately and attack an enemy directly behind you. If there is no enemy directly behind you, this Incantation does nothing.
  • Stunning Stab - (Piercing) You attempt to stun your enemy. If your attack is successful, your enemy must make a Will save or become stunned for 1 round.
  • Brutal Blow - (Any "Axe") If your attack is successful, add an addition damage die the same size as the base damage die for each damage roll made during that attack.
  • Knocking Smash - (Club, Mace, Morningstar, Warhammer) If your attack successful, your opponent takes a -4 to their next attack roll.

4th Level Incantations[edit]

  • Strike of Despair - (Any) You attempt to strike fear into your enemy's eyes. If your attack is successful, your enemy must make a Will save or become feared for 1d4 rounds.
  • Launching Strike - (Any "Reach" Weapon) You attempt to launch your enemy into the air. Your opponent must make a Reflex save or be knocked into the air 1d6x10 ft.
  • Ranging Strike - (Any "Reach" Weapon) You gain 10 ft. in addition to your reach weapon.
  • Exploding Impact - (Greatclub) You strike the ground in front of you, creating a 10 ft. blast. Anyone caught in the area (other than you) takes 2d6 points of bludgeoning damage and must make a Reflex save or be knocked prone.
  • Invigorating Power - (Self) Your next attack's critical range is doubled and the critical damage is increased by one.
  • Focused Personality - (Self) You gain a +4 to your Charisma modifier until the end of your next turn.
  • Riposte - (Any) You prepare yourself for the next attack made against you. If it misses, you may attempt to attack the enemy that missed you as a riposte.
  • Rushing Charge - (Any) You attempt to Bull Rush your opponent. You get a +4 to your roll.
  • Senses of the Arcana - (Self) You are able to detect anyone within 60 ft. of you in a similar manner as Blindsense. This ability lasts until the end of your next turn.
  • Taunting Roar - (Self) You roar out, releasing your power and taunting you opponents. Any enemy within 30ft. of you must succeed on a Will save or become fixated on you, ignoring all other targets for three rounds.
  • Parrying Pose - (Self) Gain +4 Deflection bonus to AC until the end of your next turn.

5th Level Incantations[edit]

  • Flashing Incantations - (Self) You focus your mind. On your next turn, you can use two Incantations of 4th level or lower.
  • Forcing Impact - (Any) In addition to dealing normal damage, you may make a Charisma check opposed by your enemy's Strength check. If you succeed, you knock them back 10 ft. and knock them prone.
  • Crushing Blow - (Any "Axe") If your attack is successful, it deals critical damage.
  • Ruining Smash - (Club, Mace, Morningstar, Warhammer) If your attack successful, your opponent takes a -4 to their next attack roll, as well as a -4 to their saving throws for the next 1d4 rounds.
  • Rushing Arcana - (Self) You become hasted until the end of your next turn.
  • Focused Assault - (Self) You see clearly your goal and fixate yourself upon one target. You gain an additional +4 to all attack rolls, damage rolls, and saving throws against your target, but you must attack your target on each of your turns for three turns. In addition, you take a -2 to all saving throws against any other enemies attacking you and may not make attacks of opportunity. You may attack and use any Incantations normally, as long as they are used to attack your focused target.
  • Quiet the Storm - (Self) You channel your Arcana to hinder your senses in order to focus. You may make yourself blind, deaf, or both until the end of your next turn.

6th Level Incantations[edit]

  • Spinning Blade - (Any "Sword") You attack as if using the Whirlwind Attack feat.
  • Dancing Daggers - (Dagger) You duplicate your dagger to a maximum of 10. These daggers last until the end of your next turn and you may attack with each dagger twice using your highest base attack bonus. Each dagger gets a separate attack and damage rolls and must attack different targets. No dagger can be more than 30 ft. away from you.
  • Piercing Toss - (Spear, Trident, Lance) You throw your weapon forward. It attempts to pierce through all enemies in a line. Each attack must be made separately. If the first attack succeeds, it deals critical damage and continues forward and continues to deal critical damage to all enemies it hits. The weapon continues flying forward until it fails an attack roll or reaches 100 ft, to which it then disappears (or reappears in the Swordmage's hand if it was their wielded weapon).
  • Breaking Blow - (Any "Axe") If your attack is successful, you disable one of your opponents limbs (1%-25% left leg, 26%-50% right leg, 51%-75% left arm, 76%-100% right arm).
  • Cruel Smash - (Club, Mace, Morningstar, Warhammer) If your attack successful, your opponent must make a Fortitude save or fall unconscious for 1d6 rounds.
  • Show No Fear - (Self) Until the end of your next turn, you become immune to all fear effects.
  • Morphing Arcana - (Self) You may use any Incantation with any weapon during your next attack.
  • Merciful Strike - (Any) You strike your opponent in a manner that leaves them barely alive. If the next successful attack you make against your opponent were to bring their health below 0, it instead brings their health to -1 and automatically stabilizes them.
  • I See Their Arcana - (Self) Until the end of your next turn, you can "see" anyone within a 60 ft. area around you. This "sight" illuminates anyone within the area with a bright purple haze. You are also able to see clearly what weapon they are holding, if any, but not what kind of armor they may be wearing. This "sight" penetrates all obstacles except for any with the "force" descriptor.

7th Level Incantations[edit]

  • Memory of Blade - (Any "Sword") If your attack is successful, a memory of your sword is imprinted upon your target. For the next 1d6 rounds, a memory of your sword deals normal damage to your target each round.
  • Exhausting Blow - (Slashing, Bludgeoning) You attempt to exhaust your opponent. If the attack is successful, the enemy must make a Fortitude save or become exhausted for 1d4 rounds.
  • Sight of the True - (Self) You gain True Seeing until the end of your next turn.
  • They Are No Threat - (Self) You release the energy of your Arcana in order to demoralize your opponents. Any enemy within a 30 ft. area of you must make a Will save or become demoralized (-2 to attack rolls, skill checks, and saving throws). This effect lasts three rounds.
  • Stand Together - (Self) You bolster your allies with the power of your Arcana. All allies within a 15 ft. area of you gain a +4 bonus to all saving throws. This effect lasts for three rounds.
  • Wall of Blades - (Any "Sword") You duplicate your sword to create a wall of blades in front of you (this wall can be no larger than 15 ft. long by 10 ft. high by 5 ft. wide). This wall cannot be created more than 30 ft. away from you. This wall acts similarly to Wall of Force.
  • Dominating Arcana - (Self) You force your Arcana upon someone in attempts to dominate them. Your target must make a Will save or become dominated similarly to Dominate Person. This Incantation may only be used on Humanoid creatures.
  • Piercing Poison - (Piercing) If your attack is successful, your opponent must make a Fortitude save or become poisoned. This poison attempts to cripple your opponent. If the Fortitude save is failed, your opponent will take a -2 penalty to all rolls. This condition worsens each round and allows your opponent a new Fortitude save each round. Each time your opponent fails, an additional -2 penalty to all rolls. Once a Fortitude save has been made successfully, the poison stabilizes and your opponent retains whatever penalty they might have for the next three rounds.
  • Quaking Ground - (Greatclub) You strike the ground in front of your with tremendous force, causing an Earthquake.
  • Decapitating Strike - (Slashing) You attempt to decapitate one of your opponent's limbs. If your attack is successful, your opponent must make a Reflex save or lose a limb (1%-25% left leg, 26%-50% right leg, 51%-75% left arm, 76%-100% right arm).

8th Level Incantations[edit]

  • Sparing Arcana - (Self) You gain the benefits of Mind Blank until the end of your next turn.
  • Whirling Void - (Any) You make a enhanced Whirlwind Attack, striking out at enemies up to 15 ft. away.
  • Raining Daggers - (Dagger) You duplicate your dagger up to a maximum of one per person in range. Daggers rain from the sky in a 60 ft. area, spawning 100 ft. in the air. These daggers cannot affect an area more than 100 ft. away from you (the center of the area being a maximum of 100 ft. away). Everyone in the area (other than you) must make a Reflex save or be struck by daggers. These daggers do normal damage plus 1d4 points of damage for every 10 ft. fallen. People within 5 ft. of you are unaffected.
  • Arcana's Shield - (Self) You bolster the defenses of your allies. All allies within a 20 ft. area around you gain a +8 Shield bonus to AC until the end of your next turn.
  • Lasting Arcana - (Self) You focus your Arcana into one of you Incantations. The next Incantation you use will be extended to last 10 rounds.
  • Wandering Weapon - (Any) You create a duplicate of your weapon that lasts for 5 rounds. This weapon will act at your command and will attack anyone you command it to attack.
  • Arcing Strike - (Any) Your weapon jumps from target to target within a 30 ft. cone. Anyone within the area is attacked once normally.
  • Leeching Arcana - (Any) You strike directly at your opponent's life force. If your attack is successful, you gain health equal to the damage you dealt. (You only gain health equal to any damage that does not bring your opponent below 0 HP. Any damage dealt below 0 HP is not absorbed.)

9th Level Incantations[edit]

  • Vorpal Slash - (Slashing) You strike out with a vorpal weapon. If your attack succeeds, your opponent must make a Will save or die. (This is a death effect.)
  • Ending Blow - (Bludgeoning) You smash your opponent with the force of the world. If your attack succeeds, your opponent must make a Fortitude save or die. (This is a death effect.)
  • Unerring Lunge - (Piercing) You lunge at your opponents heart. If your attack succeeds, your opponent must make a Reflex save or die. (This is a death effect.)
  • Voided Strike - (Any) You strike your opponent through any solid object. If the subject's AC is not benefiting from something with the "force" descriptor, your attack automatically hits. This attack can also strike through objects such as walls and doors; however, unless you can see your enemy, they gain complete concealment (50%).
  • Deadly Elegance - (Any) You strike out once at every enemy within a 60 ft. area.
  • Arcana's True Image - (Self) You create a true duplicate of yourself that acts act your command. This duplicate lasts until the end of your next turn and may attack in any similar fashion that you can, except that this duplicate may only use 7th level or lower Incantations.
  • Domain of the Arcana - (Greatsword) You send your blade into the sky, asking for the aid of the world's Arcana. You gain a single use of Limited Wish.
  • Might of the Arcana - (Self) You enhance your abilities to give you a +8 to Strength, Dexterity, and Constitution for three rounds.
  • Will of the Arcana - (Self) You enhance your abilities to give you a +8 to Intelligence, Wisdom, and Charisma for three rounds.
  • Last Right of the Arcana - (Greatsword) You channel your Arcana into your weapon and tear a rift in the plane. Everything within a 100 ft. area (including you) around the rift is caught in the vortex and is pulled into the Ethereal Plane and takes 8d10 points of magic damage, 6d10 points of slashing damage, and 4d10 points of non-specific damage.
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